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.



  • 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


  • Version 1.0 files

  • Vertex tangents

  • Animations

  • Skins

  • Extensions

  • Shaders

  • Sparse accessors (currently not supported by tinygltf)

  • Byte-swapping for Big-Endian platforms


This concept is not supported by glTF.


This concept is not supported by glTF.


The triangle information is parsed and provided via HOOPS Exchange.


This concept is not supported by glTF.


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.


Exporting glTF is not available on iOS and Android.