<div dir="ltr">"X_ITE .. converts .. works well" <div>"exceptions .. ExtensionNode"</div><div>Thanks Holger - big help.</div><div>-Doug Sanden</div></div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Tue, Mar 31, 2026 at 10:29 AM Holger Seelig <<a href="mailto:holger.seelig@yahoo.de">holger.seelig@yahoo.de</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div>X_ITE uses approach a) and converts glTF to X3D nodes. This works very well. There are exceptions when X3D comes to a limit. That’s why there are X_ITE specific nodes like X3D*MaterialExtensionNode and InstancedShape.<div><br></div><div>Best regards,</div><div>Holger</div><div><br id="m_-8539482905735386657lineBreakAtBeginningOfMessage"><div>
<div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="color:rgb(0,0,0);letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none"><div dir="auto" style="text-align:start;text-indent:0px"><div style="color:rgb(0,0,0);letter-spacing:normal;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none">—</div><div style="color:rgb(0,0,0);letter-spacing:normal;text-transform:none;white-space:normal;word-spacing:0px;text-decoration:none">Holger Seelig<br><a href="mailto:holger.seelig@yahoo.de" target="_blank">holger.seelig@yahoo.de</a><br><br></div></div></div></div></div></div></div></div></div></div></div></div>
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<div><br><blockquote type="cite"><div>Am 31.03.2026 um 17:30 schrieb GPU Group via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>>:</div><br><div><div dir="ltr">Q. What's the best/right way to support gltf2 in a web3d browser:<div>a) on loading convert to web3d nodes</div><div>b) load into a gltf node and treat as a sub-scenegraph, and use a gltf2-specific rendering pipeline on each frame</div><div>-Doug Sanden</div></div>
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