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Problem:
When using gltf writer, some meshes appeared "imploded" like this - and were fully rejected by some standard gltf viewers:
Reason:
The code to write BufferViews ignored the byteOffset/byteLength values of the index array. Therefore, if a TypedArray had a byteOffset>0 or byteLength!=buffer.byteLength, the typed array was incorrectly replaced by the whole ArrayBuffer containing it. This could mess up geometry, e.g. by introducing random indices.
Solution:
Add byteOffset and byteLength to various code sections to avoid this problem.
After the fix, the exported mesh looks correct again: