[x3d-public] Converting glTF to X3D - document collecting CGE experience

GPU Group gpugroup at gmail.com
Fri Jul 3 14:06:05 PDT 2020


I didn't get too far - just basic materials and geometry, no textures
working - and posted my experience on x3d-public. So not too late to
absorb your experiences - thanks Michalis.
I may need variations on gltf for cesium tiles which I'm interested in
for geospatial component.
-Doug

On Fri, Jul 3, 2020 at 1:57 PM Michalis Kamburelis
<michalis.kambi at gmail.com> wrote:
>
> Hi,
>
> Over the course of recent months, I implemented significant support of glTF in Castle Game Engine and view3dscene. All of this is done by converting glTF to X3D nodes.
>
> I have now documented the process, i.e. how do particular glTF concepts "map" to X3D. A lot of things map in a straightforward way, although we also have some more difficult details. I diligently collected them all here:
>
>   https://github.com/michaliskambi/x3d-tests/wiki/Converting-glTF-to-X3D
>
> I hope this document will be useful to anyone implementing glTF in an X3D browser :)
>
> Also, this document is right now written mostly from Castle Game Engine perspective (with occasional links to X3DOM). But I would like to change it, to turn this into "Best practices of converting glTF to X3D", a consensus achieved by multiple X3D browsers. I know that at least FreeWRL and X3DOM also implement glTF, so it will be great if we can "converge" on common solutions. The users, as well as implementations, will benefit from this shared knowledge.
>
> Best regards,
> Michalis
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