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.
On Android, you can put gltf, glb, or zip file, which contains gltf/glb, on your Android SD card. So you can open it with this APP.
On iOS, you need to use AirDrop, iCloud, or via web browser.
You can host a local http service and visit your local website on your phone to download zip file, then select open by this APP.
Click on UI is to trigger UI action
One-finger is to rotate
Two-fingers is to zoom or pan
Double-click is to reset view
On Android, 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. On iOS, refer to manual.
On Android, 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. On iOS, refer to manual.
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.