[x3d-public] glTF in Castle Game Engine / view3dscene
Michalis Kamburelis
michalis.kambi at gmail.com
Sat Dec 22 18:58:17 PST 2018
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
More information about the x3d-public
mailing list