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also, GLTF files can have different texture transforms applied to the same UV layer. So the solution is probably to have texture transforms for individual maps.
Default libgdx shader allow to have independent texture transform for each maps (diffuse, normal, specualr, etc...).
With gdx-gltf PBRShader, you can only have independent texture transforms for individual UV layers (limited to 2).
That means that when you override material maps using texture regions for the same UV layer (UV index), it'll arbitrary use one of them.
Possible workarounds :
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