This section describes how legacy tile formats can be converted into equivalent glTF content.
Batched 3D Model is a wrapper around a binary glTF that includes additional information in its Feature Table and Batch Table. Batched 3D Model content can be converted into glTF content with the following changes:
-
The
RTC_CENTER
can be added to the translation component of the root node of the glTF asset. -
Batch IDs and Batch Tables can be represented using
EXT_mesh_features
andEXT_structural_metadata
.
Instanced 3D Model instances a glTF asset (embedded or external) and provides per-instance transforms and batch IDs.
-
The
RTC_CENTER
can be added to the translation component of the root node of the glTF asset. -
glTF can leverage GPU instancing with the EXT_mesh_gpu_instancing extension.
-
Batch IDs and Batch Tables can be represented using
EXT_instance_features
andEXT_structural_metadata
. -
EAST_NORTH_UP
is not directly supported, but can be represented using per-instance rotations.
Point Cloud can be represented as a glTF using the primitive mode 0
(POINTS
).
-
The
RTC_CENTER
can be added to the translation component of the root node of the glTF asset. -
Feature table properties like
POSITION
,COLOR
, andNORMAL
may be stored as glTF attributes. -
EXT_meshopt_compression
andKHR_mesh_quantization
may be used for point cloud compression.3DTILES_draco_point_compression
is not directly supported in glTF becauseKHR_draco_mesh_compression
only supports triangle meshes. -
Batch IDs and Batch Tables can be represented using
EXT_mesh_features
andEXT_structural_metadata
. -
CONSTANT_RGBA
is not directly supported in glTF, but can be achieved with materials or per-point colors. -
If
COLOR
orCONSTANT_RGBA
are present, they should be converted from sRGB to linear RGB in the glTF.
All inner contents of a Composite may be combined into the same glTF as separate nodes, meshes, or primitives, at the tileset author’s discretion. Alternatively, a tile may have multiple contents.