The Wayback Machine - https://web.archive.org/web/20220508005804/https://github.com/topics/gltf2
Here are
104 public repositories
matching this topic...
Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
💠 Single-file glTF 2.0 loader and writer written in C99
3D model viewer with high quality rendering and glTF2.0/GLB export
Updated
Jul 7, 2020
JavaScript
Physical based rendering with Vulkan using glTF 2.0 models
Loaders for big data visualization. Website:
Updated
May 5, 2022
TypeScript
A C++14/C++17 header-only library for simple, efficient, and robust serialization/deserialization of glTF 2.0
glTF reader and writer for .NET Standard
Ray tracing glTF scene with Vulkan
glTF 2.0 importer and exporter for Unity 5.6 or later
Import glTF 2.0 in Unreal Engine
A Flutter widget for rendering interactive 3D models in the glTF and GLB formats.
Updated
Apr 26, 2022
JavaScript
A minimal, engine-agnostic JavaScript glTF Loader.
Updated
Dec 7, 2021
JavaScript
GLTF 2.0 3D format support and PBR shader implementation for LibGDX
Professional 3D asset creation and integration workflow for Qt
glTF 2.0 exporter for Autodesk Maya
Updated
Mar 27, 2021
Python
Import Microsoft Flight Simulator (FS2020) Models in Blender
Updated
Dec 26, 2021
Python
WebGL exporter add-on ripped from Verge3D for Blender toolkit
Updated
Dec 9, 2021
Python
Vultaik Cross-Platform Rendering
Godot importer for VRM avatars and MToon shader. Available in the Godot Asset Library.
Updated
Apr 24, 2022
GLSL
The IKEA 3D Assembly Dataset is made available by Inter IKEA Systems B.V. to encourage research related to assembly instructions
Updated
May 20, 2020
HTML
Library for parsing, creating, and converting glTF 2.0 files in Python 3.6+.
Updated
May 4, 2022
Python
Tool for modding APEX engine games (Generation Zero, theHunter, ...)
Updated
May 6, 2022
Python
glTF 2.0 parser/loader for C++11, supports many extensions likes `KHR_draco_mesh_compression`, `KHR_lights_punctual`, `KHR_materials_clearcoat`, and more.
glTF 2.0 file viewer written in Rust using Vulkan
melo is mesh loader for OBJ, glTF2 and PLY
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Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of