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GLB

GLB is the binary container format for the glTF 2.0 asset exchange specification developed by the Khronos Group. It packages a complete 3D model or scene into a single file, including geometry, materials, textures, animations, and the scene graph. GLB is designed to be compact and easy to load, offering a self-contained alternative to the JSON-based glTF plus separate binary and image files.

A GLB file has a fixed header and one or more data chunks. The common arrangement includes

GLB serves as a widely adopted interchange format for 3D content, particularly for web and mobile applications.

Extensions and compression: GLB leverages the glTF extension mechanism to reduce file size and expand capabilities.

Limitations: GLB files can still be large if textures or detailed geometry are used. Some older software

a
JSON
chunk
that
describes
the
asset
(meshes,
materials,
textures,
animations,
and
nodes)
and
a
binary
(BIN)
chunk
that
stores
the
actual
data
referenced
by
the
JSON,
such
as
vertex
attributes,
indices,
and
image
data.
Textures
and
images
are
typically
stored
as
binary
data
within
the
BIN
chunk
and
referenced
by
the
JSON,
allowing
the
entire
asset
to
be
loaded
from
a
single
file.
It
is
supported
by
major
rendering
engines
and
tools,
including
Three.js,
Babylon.js,
Unity,
Unreal
Engine,
Blender,
and
many
online
viewers.
The
single-file
packaging
simplifies
asset
management,
deployment,
and
streaming
in
compatible
environments.
Notable
extensions
include
KHR_draco_mesh_compression
for
mesh
data
and
KHR_texture_basisu
for
compressed
textures,
among
others.
These
extensions
enable
smaller
GLB
files
while
preserving
visual
fidelity
when
supported
by
the
target
platform.
may
have
limited
support
for
the
latest
glTF
or
GLB
features,
and
certain
advanced
features
may
rely
on
extensions
that
must
be
supported
by
the
consuming
application.