<div dir="ltr">I could probably crank out a glTF loader in short work if anybody was interested. I haven't had any clients come forth demanding one yet, but it may happen. We'll see. Can't be any more complicated than COLLADA! ;)</div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Oct 20, 2015 at 12:36 PM, Jan Ciger <span dir="ltr"><<a href="mailto:jan.ciger@gmail.com" target="_blank">jan.ciger@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">-----BEGIN PGP SIGNED MESSAGE-----<br>
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<br>
Hello,<br>
<span class=""><br>
On 20/10/15 13:51, Christian Buchner wrote:<br>
> Hi all,<br>
><br>
> The Khronos group has published a specification for a data exchange<br>
> and transmission format for 3D objects and scenes, it appears<br>
><br>
> <a href="https://github.com/KhronosGroup/glTF" rel="noreferrer" target="_blank">https://github.com/KhronosGroup/glTF</a><br>
><br>
> I think the OpenScenegraph community might be a interesting in<br>
> implementing a a file format plugin, or even come up with a<br>
> standaloner viewer for this format.<br>
><br>
> So far it is hard to tell if this format will be widely adopted.<br>
> But having support in OSG from an early point in time could either<br>
> make OSG more popular, or glTF... ;)<br>
<br>
</span>Interesting, I wasn't aware of something like this being in the works.<br>
It could be useful to support, indeed. If someone is building a new<br>
application, this could potentially save them some work, especially if<br>
there will be tooling available.<br>
<br>
On the other hand, I don't see much potential for this as an<br>
interoperability format because I don't see major game/3D engine<br>
vendors abandoning their proprietary "baked" asset for this. There is<br>
too much investment in their existing tooling already and a vendor<br>
lock-in is a major factor in their interest too. E.g. Unity wouldn't<br>
want to make it easier for their paying customers to jump ship to<br>
Unreal (or vice versa). The same for the various asset stores these<br>
companies are running - vendor lock-in is a major advantage there,<br>
because they get to be the gatekeeper and collect toll.<br>
<br>
J.<br>
<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature"><div dir="ltr"><div><div dir="ltr"><div style="text-align:center">Chris 'Xenon' Hanson, omo sanza lettere. Xenon@AlphaPixel.com <a href="http://www.alphapixel.com/" target="_blank">http://www.alphapixel.com/</a></div><div style="text-align:center">Training • Consulting • Contracting</div><div style="text-align:center">3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL</div><div style="text-align:center"><span style="font-size:12.8000001907349px">Legal/IP •</span><span style="font-size:12.8000001907349px"> </span><span style="font-size:12.8000001907349px">Code Forensics •</span><span style="font-size:12.8000001907349px"> </span>Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android</div><div style="text-align:center"><a href="https://twitter.com/alphapixel" target="_blank">@alphapixel</a> <a href="http://facebook.com/alphapixel" target="_blank">facebook.com/alphapixel</a> (775) 623-PIXL [7495]</div></div></div></div></div>
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