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Comments (5)

SaschaWillems avatar SaschaWillems commented on May 31, 2024

Please provide some minimal info. glb should work out of the box if you load it from code or via command line argument.

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gokulsukumar03 avatar gokulsukumar03 commented on May 31, 2024

I don't know how to export this .gltf with data uri. I am using blender to export .gltf...
When even i am exporting .gltf (.bin) and asset file also exporting.
Help me how to export .gltf with base64 string.

if possible please provide example for .glb format 3d model viewer in android using Vulkan.

{
"asset": {
"generator": "COLLADA2GLTF",
"version": "2.0"
},
"scene": 0,
"scenes": [
{
"nodes": [
0
]
}
],
"nodes": [
{
"children": [
1
],
"matrix": [
1.0,
0.0,
0.0,
0.0,
0.0,
0.0,
-1.0,
0.0,
0.0,
1.0,
0.0,
0.0,
0.0,
0.0,
0.0,
1.0
]
},
{
"mesh": 0
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"NORMAL": 1,
"POSITION": 2
},
"indices": 0,
"mode": 4,
"material": 0
}
],
"name": "Mesh"
}
],
"accessors": [
{
"bufferView": 0,
"byteOffset": 0,
"componentType": 5123,
"count": 36,
"max": [
23
],
"min": [
0
],
"type": "SCALAR"
},
{
"bufferView": 1,
"byteOffset": 0,
"componentType": 5126,
"count": 24,
"max": [
1.0,
1.0,
1.0
],
"min": [
-1.0,
-1.0,
-1.0
],
"type": "VEC3"
},
{
"bufferView": 1,
"byteOffset": 288,
"componentType": 5126,
"count": 24,
"max": [
0.5,
0.5,
0.5
],
"min": [
-0.5,
-0.5,
-0.5
],
"type": "VEC3"
}
],
"materials": [
{
"pbrMetallicRoughness": {
"baseColorFactor": [
0.800000011920929,
0.0,
0.0,
1.0
],
"metallicFactor": 0.0
},
"name": "Red"
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 576,
"byteLength": 72,
"target": 34963
},
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 576,
"byteStride": 12,
"target": 34962
}
],
"buffers": [
{
"byteLength": 648,
"uri": "data:application/octet-stream;base64,AAAAAAAAAAAAAIA/AAAAAAAAAAAAAIA/AAAAAAAAAAAAAIA/AAAAAAAAAAAAAIA/AAAAAAAAgL8AAAAAAAAAAAAAgL8AAAAAAAAAAAAAgL8AAAAAAAAAAAAAgL8AAAAAAACAPwAAAAAAAAAAAACAPwAAAAAAAAAAAACAPwAAAAAAAAAAAACAPwAAAAAAAAAAAAAAAAAAgD8AAAAAAAAAAAAAgD8AAAAAAAAAAAAAgD8AAAAAAAAAAAAAgD8AAAAAAACAvwAAAAAAAAAAAACAvwAAAAAAAAAAAACAvwAAAAAAAAAAAACAvwAAAAAAAAAAAAAAAAAAAAAAAIC/AAAAAAAAAAAAAIC/AAAAAAAAAAAAAIC/AAAAAAAAAAAAAIC/AAAAvwAAAL8AAAA/AAAAPwAAAL8AAAA/AAAAvwAAAD8AAAA/AAAAPwAAAD8AAAA/AAAAPwAAAL8AAAA/AAAAvwAAAL8AAAA/AAAAPwAAAL8AAAC/AAAAvwAAAL8AAAC/AAAAPwAAAD8AAAA/AAAAPwAAAL8AAAA/AAAAPwAAAD8AAAC/AAAAPwAAAL8AAAC/AAAAvwAAAD8AAAA/AAAAPwAAAD8AAAA/AAAAvwAAAD8AAAC/AAAAPwAAAD8AAAC/AAAAvwAAAL8AAAA/AAAAvwAAAD8AAAA/AAAAvwAAAL8AAAC/AAAAvwAAAD8AAAC/AAAAvwAAAL8AAAC/AAAAvwAAAD8AAAC/AAAAPwAAAL8AAAC/AAAAPwAAAD8AAAC/AAABAAIAAwACAAEABAAFAAYABwAGAAUACAAJAAoACwAKAAkADAANAA4ADwAOAA0AEAARABIAEwASABEAFAAVABYAFwAWABUA"
}
]
}

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SaschaWillems avatar SaschaWillems commented on May 31, 2024

If you have trouble exporting the format you need with Blender, then you should ask the people that write the blender export.

If you're asking about loading a .glb file then you may have to replace the ASCII loading functions with the binary loading functions (e.g. LoadBinaryFromFile) from tinygltf.

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SaschaWillems avatar SaschaWillems commented on May 31, 2024

Just a quick note: I have added automatic detection for .glb file extensions to select the appropriate tinygltf loading function. So you can now simply load .glb files too by e.g. passing them via a command line argument.

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gokulsukumar03 avatar gokulsukumar03 commented on May 31, 2024

If you have trouble exporting the format you need with Blender, then you should ask the people that write the blender export.

If you're asking about loading a .glb file then you may have to replace the ASCII loading functions with the binary loading functions (e.g. LoadBinaryFromFile) from tinygltf.

Using which software you exported .gltf (with uri:base64 json).

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