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Who's working on open-source glTF 2.0 projects? #867
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You can add VulKan ToolS to the list of exporters as well: |
If you want you can add yocto_gltf to the C++ tools. Already support current 2.0 Draft, but I would not like to call it "released" till the spec is. |
My students and I are also working on semantic, full-scene gltf diff/merge tool. |
I'm just taking a couple of weeks break from open source work, so will fix
up xeogl's glTF 2.0 support in a couple of weeks.
…On Fri, Mar 17, 2017 at 6:45 PM, Fabio Pellacini ***@***.***> wrote:
My students and I are also working on semantic, full-scene gltf diff/merge
tool.
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Finally, again in case you care, I have a working OBJ -> glTF and back conversion tool. Again, let us call it work in progress until the glTF 2.0 is finalized and materials are finalized (materials are the real issue here). |
I'm workig on AssetKit (https://github.com/recp/assetkit), not started working on glTF but will asap. It is C (in the future C++ wrappers may be written). It will full support COLLADA, glTF specs and tools for converting them to another formats (runtime + commandline tools). There are also renderer for this lib called libgk (In progress) /cc @pjcozzi |
@recp great project! Added above. |
Just made a quick script to generate a TypeScript interface from the current GLTF 2.0 JSON Schema. It may be of use to someone. |
Thanks @robertlong, added above! |
Added TGen by @mlimper above via #812 (comment) |
Added gltf-vscode by @emackey above. |
Hi, we're working on a Rust loader for the 2.0 spec as part of the gltf crate. |
Thanks @alteous, added above. |
Update May 2017: The |
@emackey linked to your comment in the table above. |
thanks don! Although it is currently using "old" collada2gltf, I will update it as soon as a binary for 2.0 is ready |
Thanks @donmccurdy @feiss, added above. |
@pjcozzi The BabylonJS link is broken. The correct link is: https://github.com/sbtron/BabylonJS-glTFLoader |
That's our repo for testing purposes. The BabylonJS loader source is now in BabylonJS master here: https://github.com/BabylonJS/Babylon.js/tree/master/loaders/src/glTF You can get the compiled version here: https://github.com/BabylonJS/Babylon.js/tree/master/dist/preview%20release/loaders |
@pjcozzi I am creating a 2.0 branch of gltf-test repository . |
Very nice, thanks @cx20. Added above. |
If anyone is looking for a fun glTF 2.0 project, it would be great to update/replace the glTF loader in https://github.com/WebGLSamples/WebGL2Samples with a new or existing glTF 2.0 loader. |
I've started looking at updating the C# Loader. |
Great news, thanks for sharing, @BeardedGnome! |
We decided to use glTF 2.0 in our Vulkan rendering engine. So we created our own c++ loader |
Thanks @Sumenia! I added your work to the list at the top of this issue. |
@robertlong 's UnityGLTFLoader has been moved and expanded in scope. It's now just UnityGLTF and it does export now too. Still a work in progress, but the basics are down! |
Update on To try it, install a copy of VSCode and launch the editor, click the "interlocking boxes" icon on the left side for the Extensions panel, and type |
I have started to work on a C++14 glTF 2.0 loader. It is far from complete, but I intend to make it work with WebAssembly, so native applications and libraries can be easily ported to the web. |
Very nice, sounds great @mmha, thanks for sharing! I added gltfpp to the list above. Keep us posted on your progress! |
@pjcozzi A plugin of my project now supports glTF2.0. Yesterday I merged to replace old implementation of glTF1.0 loader. |
Sure thing, added above @kyasbal-1994! |
If you are working on a new glTF 2.0 project or have an update to your glTF 2.0, please let us know. We plan to incorporate all these projects into the main list in this repo's README.md and then close this issue and #1030. |
I've started working on a viewer in Rust: bwasty/gltf-viewer. It's still very early and I'm currently waiting for alteous/gltf (loader) to stabilise a little. |
Cool, thanks for sharing @bwasty! Updated the table above, and this will be folded into the main README.md soon. |
I have written a glTF 2.0 loader in Ada 2012 as part of my OpenGL 4.5 rendering engine. It doesn't support morph, sparse, camera's, and textures yet (Blender exporter doesn't seem to export any textures), so you can consider its status to be "In progress". |
@onox nice work! Btw the Blender exporter can export textures, but requires either (a) using the glTF Cycles nodes provided with the exporter, or (b) enabling the experimental |
Ah, I'll go for the glTF Cycles nodes then 😄 |
Very cool @onox! Added to the above list. |
Hi all, I have opened #1039 merging these projects into the main README. When that is merged, this issue will be closed, so please leave comments on that PR for any corrections or updates. |
Check out the latest list: https://github.com/KhronosGroup/glTF#gltf-tools |
Please leave a comment on what you are working on so the community can best focus our efforts on rolling out glTF 2.0!
Contributions to all projects are welcome and much appreciated. Please coordinate with the devs listed below, and we'll keep this issue updated.
Tools
Blender
Unity
Unreal
JavaScript engines
C/C++, C#, and Vulkan Loaders
Rust
Ada 2012
Samples, docs, and other goodness
TODO
Also, see
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