[x3d-public] bridging the gap between Khronos' and the Web3D consortium's standards

John Carlson yottzumm at gmail.com
Sun Feb 7 10:07:52 PST 2016


Hmm.  I’m going to look into how I can use a deforming vertex shader with PlayCanvas.  It seems like things are moving away from fancy geometry generation outside the shader.  Bye bye for a while.

John
> On Feb 7, 2016, at 11:53 AM, Joe D Williams <joedwil at earthlink.net> wrote:
> 
> bridging the gap between Khronos' and the Web3D consortium's standards ...
> instant3Dhub asset format gets standardized: Khronos presents glTF 1.0
> 20.10.2015 Uncategorized
> 
> The Khronos Group, an open consortium of leading hardware and software companies, just announced that the glTFT 1.0 (GL Transmission Format ) royalty-free specification for transmission and loading of 3D content has been finalized for Ratification and is immediately available for use by tools and application vendors.
> 
> 
> 
> With SRC, Fraunhofer IGD already provides support for a modified subset of an earlier version of glTFT. The proposed extensions KHR_binary_glTF and WEB3D_quantized_attributes have been actively developed by a team of experts, including the instant3Dhub team. This development will be bridging the gap between Khronos' and the Web3D consortium's standards, and it will help to ensure that instant3Dhub keeps using well-specified, standard technology. This makes instant3Dhub even safer for long-term use and helps us to ensure backwards compatibility.
> 
> See the official Khronos press release here. The GitHub project can be found here.
> 
> 
> 
> https://github.com/KhronosGroup/glTF/tree/master/specification/schema 
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