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Not really sure who is to blame, but in optimized builds from MSVC gltf_decoder.cc appears to be getting garbage values back from TinyGLTF when it parses the materials for testdata/.../three_meshes_two_materials_one_no_material.gltf Since there's no certainty about whether this is limited to this particular file, just disable optimizations for src/draco/io/gltf_decoder.cc in all MSVC build configurations.