[x3d-public] gltf and x3d

John Carlson yottzumm at gmail.com
Sun Dec 10 23:10:37 PST 2017


Here is a first cut at converting GLTF to XML & DOM in node.js:

https://github.com/coderextreme/X3DJSONLD/blob/master/gltf2xml.js

No guarantees, and very little testing.

John

Sent from Mail for Windows 10

From: Andreas Plesch
Sent: Monday, December 11, 2017 12:02 AM
To: Michalis Kamburelis
Cc: x3dom mlist; X3D Graphics public mailing list
Subject: Re: [x3d-public] gltf and x3d

I probably would target as a first step ExternalGeometry or
equivalent. Although glTF geometries could be represented as one of
X3D Geometry nodes, it would seem to make sense to avoid translation
to x3d fields and then back to GL data types ?

I could get ExternalGeometry for glTF 2.0 working in x3dom:

https://x3dom-gltf2-scratch.glitch.me/

has both, a glTF 1.0 ExternalShape and a glTF 2.0 ExternalGeometry (the duck).

It is still a bit hacky, mostly because it is tacked on to the
existing glTF 1.0 code. But it works and I learned the basics.

I will see if I can make some progress on PBR material support for
ExternalShape but if I cannot I will clean this up and PR it for x3dom
dev availability.








On Fri, Dec 8, 2017 at 4:41 PM, Michalis Kamburelis
<michalis.kambi at gmail.com> wrote:
> 2017-12-08 22:37 GMT+01:00 Michalis Kamburelis <michalis.kambi at gmail.com>:
>> I welcome all
>> information how to best (without losing any functionality or
>> efficiency) convert all important glTF concepts to X3D :)
>
> (P.S. I also welcome contributions about it to Castle Game Engine :)
> If you know glTF and X3D, then writing the necessary code to make it
> all happen in Castle Game Engine may be quite easy and rewarding.
> Loaders of currently supported model formats may serve as an example.)
>
> Regards,
> Michalis



-- 
Andreas Plesch
Waltham, MA 02453

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