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Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by Keyframe on Sunday August 17, 2014 @01:02PM (#8189803)
Audio has mp3. Video has H.264. Images have png and jpg. What does 3D content have?

Wavefront .obj?

Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by wolfgke on Sunday August 17, 2014 @01:18PM (#8189836)
According to the text

  a glTF asset is represented by:
  * JSON file (.json) containing the node hierarchy, materials, and cameras
  * Binary files (.bin) containing geometry and animations
  * Image files (.jpg, .png, etc.) for textures
  * GLSL text files (.glsl) for GLSL source code for individual stages
See also https://github.com/KhronosGroup/glTF/tree/master/model/duck for an example.
Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by hesdeadjim on Sunday August 17, 2014 @01:16PM (#8189831)
.obj is a horrid format for runtime usage in a game engine. The effort required to parse a non-trivial model will explode your load times on resource constrained systems.

The content pipeline that I implemented for our game engine always converted .obj files into a binary format that is trivial to load at runtime. In an ideal world (i.e. not Android), your binary format is one that you can simply mmap into your process and then at worst "loading" consists of copying this memory and doing some pointer fixups.

Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by meelooo on Sunday August 17, 2014 @01:37PM (#8189898)
Yes, and that's why one can wonder why they once again chose JSON for part of this new "web standard". Text based data formats should die.
Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by jjoonathan on Sunday August 17, 2014 @01:49PM (#8189922)
From TFA:

> There are industry-standard interchange formats, namely COLLADA, that allow sharing assets between modeling tools and within the content pipeline in general. However, these formats are not optimized for size or runtime use and neither are modeling-tool-specific formats. At runtime, an application wishing to render an asset needs to do a significant amount of processing to transform the asset's content into data appropriate for the GL APIs.

Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by elisee on Sunday August 17, 2014 @01:15PM (#8189826)
Yup, but it only supports static geometry. Looks like glTF has animation support.
Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL by Keyframe on Sunday August 17, 2014 @05:10PM (#8190468)
In "offline" world all we ever use is objs and alembic as of recently. I wonder if alembic is suitable for realtime use.