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  1. WGLMakie doesn't have matcaps so it just uses whatever color is set.
  2. Maybe you're trying to render a normal texture as a matcap? Try color = texture_pic instead. (Matcaps are textures that use normals to map color onto a mesh. Afaik that usually only includes front facing normals so there isn't much transforming you can do.) The loading is done by FileIO/MeshIO. I'm not aware of any mtl loading capabilities. Makie also doesn't have a clean concept of materials yet (well maybe RPRMakie does)

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