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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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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