It was causing SplatMaterial to not create its texture arrays, because
the submaterial source filenames were empty after being moved from.
{
SubMaterial sm;
sub(sm).load();
- obj.sub_materials.emplace_back(move(sm));
if(!sm.base_color_map.source_fn.empty())
++obj.base_color_array.max_layers;
++obj.occlusion_array.max_layers;
if(!sm.emission_map.source_fn.empty())
++obj.emission_array.max_layers;
+
+ obj.sub_materials.emplace_back(move(sm));
}