[x3d-public] glTF in Castle Game Engine / view3dscene

Michalis Kamburelis michalis.kambi at gmail.com
Sun Dec 23 18:02:31 PST 2018


Sure you can :) They are documented on
https://castle-engine.io/x3d_implementation_hanim.php . I'm not 100%
happy with my H-Anim implementation -- it is correct (not complete,
but at least the most common use-cases are covered), but unoptimal, it
can be slow even on simpler models.

Please note that this is *unrelated* to glTF. I do not yet try to
convert animations (any animations) from glTF to X3D.

Regards,
Michalis

Joseph D Williams <joedwil at earthlink.net> wrote:
>
> Fine work, Thanks. Can I check your hanim features?
>
> Joe
>
>
>
>
>
> From: Michalis Kamburelis
> Sent: Saturday, December 22, 2018 6:59 PM
> To: X3D Graphics public mailing list
> Subject: [x3d-public] glTF in Castle Game Engine / view3dscene
>
>
>
> Hi,
>
>
>
> I'm sorry I wasn't able to attend X3D teleconference lately. In
>
> exchange, here's a little gift: Castle Game Engine and view3dscene
>
> support now glTF! :)
>
>
>
> All the details are in the news post on:
>
>
>
> https://castle-engine.io/wp/2018/12/23/gltf-2-0/
>
>
>
> Highlights:
>
>
>
> - We support basic glTF features. No animations, no PBR yet. We
>
> support only static models with textures (diffuse and normal map).
>
>
>
> - You can open glTF in view3dscene, you can refer to glTF in X3D
>
> Inline/Anchor nodes, you can use view3dscene to convert glTF to X3D.
>
>
>
> - A beta build of view3dscene with glTF support included is on
>
> http://michalis.ii.uni.wroc.pl/view3dscene-snapshots/ .
>
>
>
> - We use a cool glTF reading library in Pascal: PasGLTF,
>
> https://github.com/BeRo1985/pasgltf/ , by Benjamin Rosseaux. It
>
> supports both text+binary (gltf) and pure binary (glb) formats.
>
>
>
> This is of course just a beginning of the glTF work :) We convert glTF
>
> "naively" to X3D graph now, which means that:
>
>
>
> - We "decode" the mesh, instead of directly loading glTF binary chunk into GPU.
>
>
>
> - We use traditional X3D (Phong) Matertial, simply using baseColor
>
> from glTF as Phong's diffuse color.
>
>
>
> - glTF animations are not handled at all yet.
>
>
>
> More stuff to come in 2019!
>
>
>
> Regards and happy holidays to all!
>
> Michalis
>
>
>
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