glTF is raw OpenGL state data, it's useless for game engines other than
basic HTML5 frameworks.

On Wed, Feb 10, 2016 at 12:05 PM, Todor Imreorov <[email protected]>
wrote:

> It would be great to have gitf support. Some open source game engines use
> it for importing 3d animated assets. It is said to perfprm better that the
> other formats on webg games.
> On 10 Feb 2016 11:42, "Fabio Pesari" <[email protected]> wrote:
>
> > After reading the thread about FBX, I realized that since Blender is
> > free software, it would be good if it encouraged using free formats
> > instead of proprietary ones like FBX, which are always going to require
> > time-consuming reverse engineering efforts.
> >
> > I know at least two engine-independent formats which have fully
> > available specifications: glTF ([0]) and OpenGEX ([1]).
> >
> > I think both were designed to fix the various issues COLLADA had; glTF
> > is JSON-based and OpenGEX uses its own typed free format called
> > "OpenDDL" (example at [2]).
> >
> > OpenGEX already has a Blender exporter which is licensed under the CC
> > BY-SA 3.0 ([3]), while I couldn't find anything Blender-related for glTF
> > (but being JSON-based, writing a Python plugin for it should be trivial).
> >
> > I think including built-in support for them in Blender would be a good
> > way to encourage users to adopt something else than both proprietary
> > formats and free (but crappy) COLLADA, and for the Blenders devs to have
> > less headaches (since they would just have to follow the specs rather
> > than reverse-engineer obscure formats).
> >
> > [0]:
> > https://github.com/KhronosGroup/glTF/blob/master/specification/README.md
> > [1]: http://opengex.org/OpenGEX.1.1.2.pdf
> > [2]: https://en.wikipedia.org/wiki/Open_Game_Engine_Exchange#Example
> > [3]: http://opengex.org/OpenGex-Blender-Script.zip
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> >
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