{
  "measured_on": "2026-09-09",
  "question": "what a GLB to STL conversion discards",
  "trimesh_version": "5.1.0",
  "numpy_version": "2.5.2",
  "assets": [
    {
      "asset": "source scene, in memory",
      "separate_parts": 2,
      "part_names": [
        "ColouredBall",
        "TexturedBox"
      ],
      "faces": 332,
      "vertices": 170,
      "has_uv": true,
      "uv_coordinates": 8,
      "textures": 1,
      "materials": [
        "BoxMaterial"
      ],
      "vertex_colours": true,
      "bbox_min": [
        -10.0,
        -10.0,
        -10.0
      ],
      "bbox_max": [
        50.0,
        10.0,
        10.0
      ]
    },
    {
      "asset": "after a GLB round trip",
      "separate_parts": 2,
      "part_names": [
        "ColouredBall",
        "TexturedBox"
      ],
      "faces": 332,
      "vertices": 170,
      "has_uv": true,
      "uv_coordinates": 8,
      "textures": 1,
      "materials": [
        "BoxMaterial"
      ],
      "vertex_colours": true,
      "bbox_min": [
        -10.0,
        -10.0,
        -10.0
      ],
      "bbox_max": [
        50.0,
        10.0,
        10.0
      ]
    },
    {
      "asset": "after export to STL",
      "separate_parts": 1,
      "part_names": [],
      "faces": 332,
      "vertices": 996,
      "has_uv": false,
      "uv_coordinates": 0,
      "textures": 0,
      "materials": [],
      "vertex_colours": false,
      "bbox_min": [
        -10.0,
        -10.0,
        -10.0
      ],
      "bbox_max": [
        50.0,
        10.0,
        10.0
      ]
    }
  ],
  "normals": {
    "glb_stores": "one normal per vertex, so smooth shading is authored",
    "stl_stores": "one normal per facet, so a curved surface reads as flat"
  },
  "glb_bytes": 8812,
  "stl_bytes": 16684,
  "not_measured_here": [
    "animation, skinning, cameras and lights, which the test asset does not contain",
    "what any named converter other than this library does"
  ]
}
