[x3d-public] gltf and x3d

Andreas Plesch andreasplesch at gmail.com
Sun Dec 10 21:00:36 PST 2017


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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