glTF | glTF – Runtime 3D Asset Delivery | iOS library

 by   KhronosGroup HTML Version: v1.0-draft2 License: Non-SPDX

kandi X-RAY | glTF Summary

kandi X-RAY | glTF Summary

glTF is a HTML library typically used in Mobile, iOS applications. glTF has no bugs, it has no vulnerabilities and it has medium support. However glTF has a Non-SPDX License. You can download it from GitHub.

glTF (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.

            kandi-support Support

              glTF has a medium active ecosystem.
              It has 6476 star(s) with 1099 fork(s). There are 343 watchers for this library.
              It had no major release in the last 12 months.
              There are 148 open issues and 1110 have been closed. On average issues are closed in 318 days. There are 71 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glTF is v1.0-draft2

            kandi-Quality Quality

              glTF has 0 bugs and 0 code smells.

            kandi-Security Security

              glTF has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              glTF code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              glTF has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              glTF releases are available to install and integrate.
              It has 6877 lines of code, 2 functions and 84 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            glTF Key Features

            No Key Features are available at this moment for glTF.

            glTF Examples and Code Snippets

            No Code Snippets are available at this moment for glTF.

            Community Discussions


            Three.js - Clip plane if object intersects?
            Asked 2022-Mar-20 at 20:46

            I'm using a PlaneGeometry as water, and have added a ship (gltf model) on it. Problem is, when the boat slightly rests into the water, the water is shown inside the boat, even though the boat is afloat. Is there a way to clip the water when a boat (or other models/objects) intersect with it with motion?



            Answered 2022-Mar-14 at 05:40

            Effect of floating is made with sin function, applied to y-coordinate. You can use the same principle to make gltf model(ship) move on any coordinate axis.




            Export painted model from Blender to Three.js
            Asked 2022-Mar-14 at 12:12

            I tried to export GLTF model from Blender to Three.js. It works. But I have some artifacts on Three.js with lighting and painting. I have lines and squares in Three.js and I don't know why.

            I used only Principled BSDF node in Blender to painting my model. If I set material in Three.js (MeshPhongMaterial) it works fine. But not with Principled BSDF node from Blender. Any ideas?

            I'm trying to make the object cast a shadow and react to the lighting. This works well with MeshPhongMaterial and with Principled BSDF. But in the second option, I don't like these black stripes.



            Answered 2022-Mar-14 at 12:12

            The usual approach to mitigate self-shadowing artifacts is to modulate the bias property of your shadow-casting light. Try it with:



            Use the same GLTF model twice in react-three-fiber/drei/Three.js
            Asked 2022-Mar-01 at 23:15

            In this minimal react-three-fiber App I am trying to load and include the same GLTF model twice:



            Answered 2021-Aug-18 at 09:33

            I am not an expert on three.js, just based on what I find and try to answer your questions.

            1. Only one eye is shown even there is 2 primitives defined

            If you import the same model by using useGLTF(), it will refer to the same object. Therefore, the 2 primitives are pointing to the same gltf and only last/one config is applied.



            Android: How to load a GLTF or GLB file from remote URL in filament
            Asked 2022-Feb-24 at 20:21

            I'm trying to load a remote asset (.glb or .gltf) into the ModelViewer in filament. The Google Filament sample-gltf-viewer shows a RemoteServer object but I'm not seeing how I can load a remote asset from a URL (e.g.

            I've tried the below but I get "Unable to parse glb file".

            The code for RemoteServer doesn't indicate where we can pass a URL.



            Answered 2022-Feb-24 at 20:21

            Issue has been resolved. The issue was that I wasn't fully downloading the file, and that the modelViewer.loadModelGlb needed to be called on the main thread.

            Here is the working code:



            ThreeJs Badly sees the coordination of the mouse through the canvas
            Asked 2022-Feb-22 at 09:34

            Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.

            Project Structure Screenshot:




            Answered 2022-Feb-22 at 09:34

            I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:



            How to add image/video to a specific object on loaded scene from Blender
            Asked 2022-Feb-07 at 10:18

            I have a scene imported from Blender. I have a few screens inside the scene and I would like to add either an image/video on those screens.

            Note: I'm using the OOP model to create the app

            I have the scene imported with the gltfLoader and I wait for all the resources to be loaded



            Answered 2022-Feb-03 at 22:05

            Load the texture, apply the texture to the object you want, then add the model to the scene:



            How to generate thumbnails from glb or gltf file in node js?
            Asked 2022-Feb-02 at 10:31

            I am stuck at this, I need to generate thumbnails from glb or gltf file to display it in the web browser, so the only active image will be original gltf files and others will be just thumbnails in the gallery, I tried to search it on every forum but I didn't get any idea or solution



            Answered 2022-Jan-25 at 07:48

            You can load your glb or gltf file into a WebGLRenderer (three.js) and than read the canvas with



            Three.js : Box3 from an object not in scene
            Asked 2022-Jan-24 at 08:15

            I have a problem adding a Bounding Box from an object in a different module. Right now, it is working fine as long as I write everything in my main function, but as soon as I create my function in a different file, and import in in the main file, it's not working anymore.

            The error code I get :



            Answered 2022-Jan-24 at 08:15

            I believe the problem is that I can't create the Bounding Boxes in a separate file, because it needs to be added to the scene in World.js.

            Not so. Since a constructed THREE.Mesh has a shape with extents (from its geometry) and a transform (by default, translated to the origin, with no scaling or rotation), Three.js can and will determine a bounding box from that information as though the mesh were in the scene. I've posted a demo of this on CodePen.

            Nor should defining the object in one file and referencing it another make any difference, as long as the object is in scope and initialized at the time it's bound to.

            Here, I suspect that you're assigning boule1Obj, boule2Obj, and boule3Obj in World.js. In that case, the imported function is being hoisted before the variables are assigned, and the function is seeingbinding to them as unassignedundefined.

            Try changing camCollision() to accept the bouleXObjs as arguments.



            remove EventListener from treejs AnimationMixer
            Asked 2022-Jan-07 at 17:05

            I have an AnimationMixer and I wanted to attach some logic to the end of the animation.
            As the documentation instructs - I used addEventListener on the mixer, and it worked fine,
            BUT when I tried to remove the listener it didn't work.
            (I also tried to see if hasEventListener works, but no luck.)

            In short-
            The log for addEventListener is working
            but removeEventListener and hasEventListener do not.
            What am I missing? I could not find any explanations for this.
            Would appreciate any help...



            Answered 2022-Jan-07 at 17:05

            RemoveEventListener() accepts a second argument to know which event to remove, but that function doesn’t get triggered on removal. Plus, it should be the same function each time, not a new one:



            How to load a cube from gltf 2.0 and draw it in pure WebGL
            Asked 2021-Dec-15 at 12:44

            I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.

            It is just a very simple example. You will see magic numbers in this example like:



            Answered 2021-Dec-14 at 09:38

            The indices appear to be 16-bit integers instead of 8-bit integers:


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install glTF

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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