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Written by Doug Binks on 2025-02-05 at 11:20

The glTF (.glb) format turns out to be reasonably simple once you've used it, but like many formats it's often a little hard to parse the documentation. So Syoyo's lib has been pretty helpful as there's a simple example of building a glTF from scratch. Images and binary buffer location wasn't covered, so that's taken me a bit to figure out.

I now have working pbr materials, with transparency to come.

[#]Avoyd #VoxelEditor #Blender #IndieDev #VoxelGameDev #Unity #Godot #UE5 #Voxel #glTF

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Written by Doug Binks on 2025-02-05 at 11:26

I might re-write the export without the TinglTF lib to reduce buffer copies & memory consumption at some point, & I'd love to write a basic guide to creating a glTF binary static mesh file.

One thing I managed to miss from the docs is that a binary .glb only has one binary buffer, buffer 0. So the bufferviews must index into that.

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