This APP was developed for viewing glTF 2.0 assets in mobile devices. It is highly recommended to visit official site for more information, including resources like converters, exporters, validators, other viewers, and so on.
# There are downloadable assets in Sketchfab under Creative Common license.
You need to put gltf/glb assets on your Android SD card. So you can open it with this APP.
You may try this simple asset first. HERE
If you download assets from Sketchfab, download it as gltf format and unzip it to SD card.
Click is to trigger
One-finger is to rotate
Two-fingers is to zoom or pan
Double-click is to reset view
You can open gltf/glb file through "open asset" icon and explore file in your device. A simpler way is to use any file explorer in your device and click gltf/glb file to open it with this APP.
You can open hdr file through "open asset" icon and explore hdr file in your device. Processing hdr takes time. Depending on your device, it may take several minutes. Be patient.
When loading failed, there is a popup dialogue to indicate the error reason. Normally, if the asset is invalid, you can visit http://github.khronos.org/glTF-Validator/ to check the validation of your asset. Or visit https://gltf-viewer.donmccurdy.com to view your asset in browser. Currently only glTF 2.0 is supported. Make sure your asset is 2.0.
Due to the constrained resource on mobile, 4K textures are not supported. Intead the textures will be downsized to 2048x2048.
The current implementation of mesh skinning utilizes vertex shader, which relies on max vertex uniform vertors supported in the GPU. This message indicates that the loading assest contains animation(s) with skin joints exceeding what could be supported in the current implementation. One can reduce the skin joints to satisfy this restriction or use another device with more vertex uniform vectors.
In the material filters, when a mesh does not have the corresponding texture, said AO, it would be colored in red.