I have a model with precomputed vertex colors. If I generate glTF file and load it using THREE.GLTFLoader, I can call scene.overrideMaterial = new THREE.MeshBasicMaterial({vertexColors: THREE.VertexColors}) to convert the default material from MeshStandardMaterial to MeshBasicMaterial. The precomputed colors are then displayed correctly.
If however I generate a binary glTF (*.glb) file and override the material properties, I have to call scene.add(new THREE.AmbientLight(0xffffff) to add ambient lighting to the scene; otherwise, the display is black.
Is this a deficiency with glTFLoader, or am I (more likely) missing something?