[x3d-public] best way to implment Gltf2 in web3d browser: converter or native render?
GPU Group
gpugroup at gmail.com
Tue Mar 31 10:08:26 PDT 2026
"X_ITE .. converts .. works well"
"exceptions .. ExtensionNode"
Thanks Holger - big help.
-Doug Sanden
On Tue, Mar 31, 2026 at 10:29 AM Holger Seelig <holger.seelig at yahoo.de>
wrote:
> 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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