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Guide

glTF and GLB Format: The JPEG of 3D for Web, Games, and AR

PC By Pablo Cirre

Frequently Asked Questions

glTF (.gltf) is a JSON text file that references external binary geometry (.bin) and texture files — suitable when you want human-readable JSON or need to swap textures independently. GLB (.glb) is a single binary container file that bundles the JSON header, binary geometry buffer, and all textures into one file using a simple chunk-based format. GLB is almost always preferred for distribution: one file, no broken asset references, better for CDN caching and email attachments. Blender exports GLB by default. You can convert between them using gltf-transform: gltf-transform cp input.gltf output.glb.

GlTF (.gltf) is a JSON text arquivo that references external binary geometry (.bin) e texture arquivos — suitable when you want human-readable JSON ou precisar swap textures independently. GLB (.glb) is a single binary container arquivo that bundles the JSON header, binary geometry buffer, e all textures em one arquivo usando a simples chunk-based formato. GLB is almost always preferred para distribution: one file, no broken asset references, better para CDN caching e email attachments. Blender exports GLB by default. Você pode converter between them usando gltf-transform: gltf-transform cp input.gltf output.glb.

GlTF (.gltf) is a JSON text Datei that references external binary geometry (.bin) und texture Dateien — suitable when you want human-readable JSON oder need to swap textures independently. GLB (.glb) is a single binary Container Datei that bundles the JSON header, binary geometry buffer, und all textures in one Datei using a einfach chunk-based Format. GLB is almost always preferred für distribution: one file, no broken asset references, better für CDN caching und email attachments. Blender exports GLB by default. Sie können umwandeln between them using gltf-transform: gltf-transform cp input.gltf output.glb.

GlTF (.gltf) is a JSON text archivo that references external binary geometry (.bin) y texture archivos — suitable when you want human-readable JSON o need to swap textures independently. GLB (.glb) is a single binary contenedor archivo that bundles the JSON header, binary geometry buffer, y all textures en one archivo using a simple chunk-based formato. GLB is almost always preferred para distribution: one file, no broken asset references, better para CDN caching y email attachments. Blender exports GLB by default. Puedes convertir between them using gltf-transform: gltf-transform cp input.gltf output.glb.

Use <strong>lossy</strong> (JPG, WebP, AVIF) for photographs — the human eye barely notices the difference at quality 80–85, and file sizes are 5–20× smaller. Use <strong>lossless</strong> (PNG, WebP-lossless) for screenshots, UI mockups, logos and anything with sharp edges or text — lossy creates ugly artifacts around boundaries.

The KHR_draco_mesh_compression extension compresses mesh geometry using Google's Draco library. It works in two steps: (1) quantization — vertex positions are encoded as integers within the mesh bounding box (e.g., 16-bit precision = 65,536 steps across the model), reducing float32 positions by 50–75%; (2) connectivity encoding — the triangle index list is compressed using the edge-breaker algorithm, which exploits the fact that adjacent triangles share edges. Combined, Draco achieves 5–15× compression over uncompressed binary glTF. Enable it in Blender export under Mesh → Compression.

The KHR_draco_mesh_compression extension compresses mesh geometry usando Google's Draco library. It funciona in two steps: (1) quantization — vertex positions are encoded as integers within the mesh bounding box (e.g., 16-bit precision = 65,536 steps across the model), reducing float32 positions by 50–75%; (2) connectivity codificação — the triangle index list is comprimido usando the edge-breaker algorithm, which exploits the fact that adjacent triangles compartilhar edges. Combined, Draco achieves 5–15× compressão over não comprimido binary glTF. Enable it in Blender export under Mesh → compressão.

The KHR_draco_mesh_compression extension compresses mesh geometry using Google's Draco library. It works in two steps: (1) quantization — vertex positions are encoded as integers within the mesh bounding box (e.g., 16-bit precision = 65,536 steps across the model), reducing float32 positions by 50–75%; (2) connectivity Codierung — the triangle index list is komprimiert using the edge-breaker algorithm, which exploits the fact that adjacent triangles teilen edges. Combined, Draco achieves 5–15× Komprimierung over uncompressed binary glTF. Enable it in Blender export under Mesh → Komprimierung.

The KHR_draco_mesh_compression extension compresses mesh geometry using Google's Draco library. It works in two steps: (1) quantization — vertex positions are encoded as integers within the mesh bounding box (e.g., 16-bit precision = 65,536 steps across the model), reducing float32 positions by 50–75%; (2) connectivity codificación — the triangle index list is comprimido using the edge-breaker algorithm, which exploits the fact that adjacent triangles compartir edges. Combined, Draco achieves 5–15× compresión over uncompressed binary glTF. Enable it in Blender export under Mesh → compresión.

For new projects in 2026, WebP is supported by all modern browsers (95%+ of traffic) and saves 25–35% over JPG at the same visual quality. AVIF is even more efficient (40–50% smaller) but encoding is slower and Safari support is recent. Use WebP as the default and AVIF as the progressive enhancement via <code>&lt;picture&gt;</code> with JPG fallback.

Yes, with some nuances. Android: use Google's model-viewer web component — one HTML tag (<model-viewer src="model.glb" ar>) enables full AR mode via ARCore using GLB natively. iOS: Safari supports model-viewer too, but Apple's native AR Quick Look uses USDZ format. Convert GLB to USDZ via Xcode's Reality Converter or the command-line xcrun usdz_converter. iOS 17+ supports loading glTF via the Reality Composer Pro toolchain. For production AR, create both GLB (Android) and USDZ (iOS) and serve the right format based on the user agent.

Sim, com some nuances. Android: usar Google's model-viewer web component — one HTML tag (<model-viewer src="model.glb" ar>) enables full AR mode via ARCore usando GLB natively. iOS: Safari suporta model-viewer too, mas Apple's native AR Quick Look uses USDZ formato. converter GLB to USDZ via Xcode's Reality Converter ou the command-line xcrun usdz_converter. iOS 17+ suporta loading glTF via the Reality Composer Pro toolchain. para production AR, create both GLB (Android) e USDZ (iOS) e serve the right formato based no user agent.

Ja, mit some nuances. Android: verwenden Google's model-viewer web component — one HTML tag (<model-viewer src="model.glb" ar>) enables full AR mode via ARCore using GLB natively. iOS: Safari unterstützt model-viewer too, aber Apple's native AR Quick Look uses USDZ Format. umwandeln GLB to USDZ via Xcode's Reality Converter oder the command-line xcrun usdz_converter. iOS 17+ unterstützt loading glTF via the Reality Composer Pro toolchain. für production AR, create both GLB (Android) und USDZ (iOS) und serve the right Format based auf dem user agent.

Sí, con some nuances. Android: usar Google's model-viewer web component — one HTML tag (<model-viewer src="model.glb" ar>) enables full AR mode via ARCore using GLB natively. iOS: Safari soporta model-viewer too, pero Apple's native AR Quick Look uses USDZ formato. convertir GLB to USDZ via Xcode's Reality Converter o the command-line xcrun usdz_converter. iOS 17+ soporta loading glTF via the Reality Composer Pro toolchain. para production AR, create both GLB (Android) y USDZ (iOS) y serve the right formato based en el user agent.

It depends on the tool: ImageMagick and FFmpeg copy EXIF by default, while cwebp drops it unless you pass <code>-metadata all</code>. KaijuConverter strips metadata server-side after conversion to protect your privacy — if you need to keep camera or GPS data, use a desktop tool you control.

File → Export → glTF 2.0 (.glb/.gltf). Key export settings: Format → GLB (binary, single file) or glTF Separate (JSON + .bin + textures). Materials → PBR materials are exported automatically — Blender's Principled BSDF maps directly to glTF metallic-roughness. Include → check "Selected Objects" if you only want part of the scene. Compression → enable Draco for smaller files (requires the Draco extension installed). Animation → check "Export Animations" and set the desired frame range. For AR, keep polygon counts low (under 100K triangles), bake all textures to power-of-2 dimensions, and use KTX2 texture compression if your target supports it.

File → Export → glTF 2.0 (.glb/.gltf). Key export settings: formato → GLB (binary, single file) ou glTF Separate (JSON + .bin + textures). Materials → PBR materials are exported automatically — Blender's Principled BSDF maps directly to glTF metallic-roughness. Include → check "Selected Objects" if you only want part of the scene. compressão → enable Draco para smaller arquivos (requires the Draco extension installed). Animation → check "Export Animations" e set the desired frame range. para AR, keep polygon counts baixa (under 100K triangles), bake all textures to power-of-2 dimensions, e usar KTX2 texture compressão if your target suporta it.

File → Export → glTF 2.0 (.glb/.gltf). Key export settings: Format → GLB (binary, single file) oder glTF Separate (JSON + .bin + textures). Materials → PBR materials are exported automatically — Blender's Principled BSDF maps directly to glTF metallic-roughness. Include → check "Selected Objects" if you only want part des scene. Komprimierung → enable Draco für smaller Dateien (requires the Draco extension installed). Animation → check "Export Animations" und set the desired frame range. für AR, keep polygon counts niedrig (under 100K triangles), bake all textures to power-of-2 dimensions, und verwenden KTX2 texture Komprimierung if your target unterstützt it.

Three common causes: (1) ICC color profiles dropped during conversion shift colors slightly; (2) chroma subsampling (4:2:0) reduces color accuracy in lossy JPG/WebP; (3) the new format may not support all features of the original (e.g. PNG → JPG drops transparency to white). For pixel-perfect results stick to lossless formats and preserve color profiles explicitly.

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