[x3d-public] best way to implment Gltf2 in web3d browser: converter or native render?
Holger Seelig
holger.seelig at yahoo.de
Tue Mar 31 09:29:08 PDT 2026
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.
Best regards,
Holger
—
Holger Seelig
holger.seelig at yahoo.de
> Am 31.03.2026 um 17:30 schrieb GPU Group via x3d-public <x3d-public at web3d.org>:
>
> Q. What's the best/right way to support gltf2 in a web3d browser:
> a) on loading convert to web3d nodes
> b) load into a gltf node and treat as a sub-scenegraph, and use a gltf2-specific rendering pipeline on each frame
> -Doug Sanden
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