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Latest glTF Activity
![Khronos PBR Neutral Tone Mapper Released for True-to-Life Color Rendering of 3D Objects](https://uploads.gamedev.net/news/monthly_2024_05/large.ad37d1945d814ca1abac3d575600ab21.Khronos-PBR-Neutral-Release-Header.png)
Specification and reference implementation are already widely adopted; Further industry feedback invited on first release.
Beaverton, OR – May 16, 2024 – Today, The Khronos® Group, an open consortium of industry-leading companies creating graphics and compute interoperability standards, has released…
check the new extension KHR_materials_volume with KHR_materials_transmission
![glTF files](https://uploads.gamedev.net/forums/monthly_2023_04/bd6a417a82034872acb09f92e4322a42.image.png)
I'm still not sure why the mesh is so messed up in some apps. I ended up converting it from STL to glTF using Blender. Works just fine.
use the inverseBindMatrices to transform the v1 in object space into the joint space:
v2 = inverseBindMatrices * v1
![Loading a cube from gltf 2.0. WebGL, JavaScript](https://uploads.gamedev.net/blogs/monthly_2021_12/large.f010e6b05f98471d825a8385d6925c12.load-cube-from-gltf2-webgl-js-500x500.png)
Sandbox: https://plnkr.co/edit/BYseznZdUBTrUmRa?preview
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Shouldn't you normally load the whole glTF buffers, without gaps and omissions? You should be able to avoid putting unused data in your own asset files and to align units of loading and units of usage.
Even if there is something to ignore or select in your glTF files and the difference between…