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Description
There's a growing need for complex scenes in glTF while staying true to its core purpose as an efficient transmission format. Some examples include:
- Referencing external assets to build complex scenes, e.g. game environments
- Referencing individual mesh/material/animation resources from other files
- Supporting level of detail for 3D commerce, geospatial, and AEC/BIM/CAD (3d-tiles#553)
Previously this discussion was centered on glX. After much debate about whether this should be a separate file format or a set of extensions an interesting idea was proposed: what about a version bump?
What the glTF 2.1 proposal includes:
- Maintain backward and forward compatibility with glTF 2.0.
- All new features including graceful deprecation would be part of the new version of the glTF spec
- New features would include not only external references, but long desired improvement for the core spec that might include options like: 4GB file limit, binary json, etc
Importantly, while glTF 2.1 would gain additional features to support complex scenes, the intent is not to replace USD or replicate its scene composition approach. Their respective strengths of transmission vs. authoring still stand.
Some of the features being considered for glTF 2.1:
Complex scenes
- External references JSON refer other JSON? #37
- Bounding volume hierarchies
- Level of detail (including refinement criteria)
Package format
- .glx or .glz (similar to USDZ)
Other ideas
- Updates to PBR model
- Opportunity to clean up and modularize areas of the core spec
Definitely interested in hearing everyone's thoughts about this approach and other ideas for glTF 2.1.