There is ongoing work towards import and export in Unity and an integrated multi-engine viewer / validator. Other upgrades include sparse accessors and morph targets for techniques such as facial animation, and schema tweaks and breaking changes for corner cases or performance such as replacing top-level glTF object properties with arrays for faster index-based access. Physically Based Rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0. The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. In October 2016, Microsoft joined the 3D Formats working group at Khronos to collaborate on glTF. Īt SIGGRAPH 2016, Oculus announced their adoption of glTF citing the similarities to their ovrscene format. On October 19, 2015, the glTF 1.0 specification was released. ![]() ![]() ![]() ![]() At SIGGRAPH 2012, Khronos presented a demo of glTF, which was then called WebGL Transmissions Format (WebGL TF). The file format was conceived in 2012 by members of the COLLADA working group.
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