glTF Writer
The file extensions that you can create when you export to glTF are
.gltf
.glb
Physically-Based Rendering Material
As of version 2019 HOOPS Exchange now supports physically based rendering (PBR) materials with A3DGraphMaterialData structure. PBR related information are read from glTF formats.
Miscellaneous
Supported
Version 2.0 files only (tinygltf limitation; only “asset” data is correctly parsed from 1.0 files)
Vertex position, normal, color, texture coordinate sets 0 and 1
Triangles
Full texture support and material data: normal, occlusion, emissive
Physically Based Rendering (PBR) textures and constants: base color, metallness, roughness
Texture file formats: JPEG, PNG, BMP, GIF (handled by tinygltf)
Cameras
Unsupported
Version 1.0 files
Vertex tangents
Animations
Skins
Extensions
Shaders
Sparse accessors (currently not supported by tinygltf)
Byte-swapping for Big-Endian platforms
Assembly
This concept is not supported by glTF.
B-rep
This concept is not supported by glTF.
Visualization
The triangle information is parsed and provided via HOOPS Exchange.
Views
This concept is not supported by glTF.
PMI
This concept is not supported by glTF.
The detailed description of the material data format is included in the documentation of the A3DGraphMaterialData structure. For more information about accessing textures and attributes, please read the documentation for the A3DGlobalData, A3DGraphMaterialData, A3DGraphTextureApplicationData and A3DMiscAttributeData structures.
Restrictions
Exporting glTF is not available on iOS and Android.