Questions tagged [gltf]

The GL Transmission Format (glTF) is a runtime asset delivery format for GL APIs: WebGL, OpenGL ES, and OpenGL. glTF bridges the gap between 3D content creation tools and modern GL applications by providing an efficient, extensible, interoperable format for the transmission and loading of 3D content.

The GL Transmission Format (glTF) is a runtime asset delivery format for GL APIs: , , and . glTF bridges the gap between 3D content creation tools and modern GL applications by providing an efficient, extensible, interoperable format for the transmission and loading of 3D content.

The need for a network-enabled 3D content delivery format such as glTF has been compared to the need for JPEG for images, and MP3 for audio.

Specification

The glTF specification is maintained by the Khronos Group. This standards organization is also responsible for OpenGL, WebGL, COLLADA, and others.

Sample Models

A collection of Sample models are available for learning glTF, and testing runtime engines and content pipeline tools.

Converters and Exporters

glTF files can be created by converting from other popular formats such as , OBJ, , and others. View the list of converters.

As support for glTF grows, 3D authoring packages may gain the ability to export to glTF directly. For example, a exporter is in early stages of development.

Loaders and Viewers

Support for glTF is available for , , , , and others. Khronos maintains a list of glTF loaders and viewers.

File Structure

A structural overview diagram (by Marco Hutter) shows an at-a-glance view of the structure of a glTF file and its contents.

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Determining the Bounding Box values of a glTF file

Is there a way when looking at the source of a glTF file that you can determine what the boundingBox values of the object are?
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How mesh geometry data (vertex coordinates) stored in glTF?

I've read the reference guide about the file but I am really confused. Why the hell are there "min" and "max" values ?? A single vertex has only one coordinate array not min and max.. Also in the structure of the meshes why is there an "indices"…
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How does one construct a 3D file format from pixels and vertices?

I have searched around in a lot of places but I have yet to find some place that explains 3D file formats in a way that aligns with the model I have right now. I have a simple problem (I think) but it's hard to get through all the file format…
Marcel
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