Comments (4)
I initially misunderstood what OpenFBX does. It's not equivalent to TinyOBJ at all. It's pretty much just a clone of the official FBX SDK under a more free license (FBX SDK doesn't technically allow redistributing its source, you have to sign an agreement to use it, etc.). I haven't found an easy drop-in loader based on OpenFBX yet, but I haven't looked very hard. It may be that this would require a significant amount of original code to implement.
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There's also USD which is a pretty common storage format initially created by pixar.
https://github.com/PixarAnimationStudios/USD
Nvidia is pretty keen on USD atm.
https://developer.nvidia.com/usd
Fbx is a bit long in the tooth at this point.
Yes glTF is a dedicated streaming format and comes with 'limitations' to do with that. One major one last I looked was non-support for quad's. Ie polys with four sides. Some people have added quad support themselves but it was not in the main spec/code last I looked.
Good glTF run through video: https://www.youtube.com/watch?v=AQUtL_Y3NF8
Edit: I should also mention Alembic here. https://www.alembic.io/
historically USD was more for static geometry and Alembic was for animated-deforming geometry. But these days that might have become more blurred. Maybe USD can reference-link Alembic data? Or even glTF?
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Sounds interesting. Support for FBX would be great. It would be a nice wrap up for your school assignment, I guess.
In a very old iteration of the library I also had assimp in it, but that was definitely too much đ
glTF is probably the standard everyone is looking for in the future.
But for this I would rather suggest a seperate project/repo (for instance: lava-gltf
) which can be linked also in the readme.
Oh yeah, there is even a 3D Commerce Viewer Certification now, which would be very cool đ
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glTF is probably the standard everyone is looking for in the future.
Personally, I'm not totally convinced. I mean I can't predict the future đšī¸ but glTF doesn't seem like a linear improvement to FBX imo. I think it's an interesting alternative with pro's and con's, and may be more suited for certain problem domains, but it has its own set of limitations that I think will keep FBX around for awhile. Especially if tools like NVidia's Omniverse take off, for which I think FBX is better suited.
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