Microsoft.glTF.CPP 1.6.3.1

A C++ library for decoding and encoding glTF files.

Install-Package Microsoft.glTF.CPP -Version 1.6.3.1
dotnet add package Microsoft.glTF.CPP --version 1.6.3.1
<PackageReference Include="Microsoft.glTF.CPP" Version="1.6.3.1" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Microsoft.glTF.CPP --version 1.6.3.1
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

NOTE: This package is outdated and there are no plans to release newer versions using NuGet, please go to https://github.com/microsoft/glTF-SDK to download the latest source code.

Breaking Changes for 1.6.3.1:

  • None

Notes for 1.6.3.1:

  • Fixed copyright notice to comply with MS standards
  • Fixed GLB serialization so empty buffers are not written

#GLTF Deserializer/Serializer in C++

  • Fully compliant with KhronosGroup GLTF 2.0 spec
  • Can ingest GLB/GLTFs as well as GLTFs with embedded Base64
  • Support for extensions
  • Built-in compliance validation during deserialization
  • Low memory overhead
  • Simple interface for reading any model information automatically converted to any bit size
  • Flexibility and ease of integration to any 3D engine
  • macOS/Windows Compatible

GLTFSDK is a fully compliant Deserializer/Serializer for GLTF, GLB and Base64 encoded GLTF files, implemented in C++ 11. Designed for flexibility and ease of integration into 3D engines. It supports files containing extensions and extras, allows easy direct reading of any model information into vectors of any desired bit size, and has built-in compliance validation of files during deserialization. Available for both Windows and macOS.

#include <GLTFSDK/Deserialize.h>
#include <GLTFSDK/Serialize.h>
#include <GLTFSDK/GLTFResourceWriter.h>
#include <GLTFSDK/GLBResourceReader.h>
#include <iostream>
#include <fstream>


using namespace Microsoft::glTF;

class InStream : public IStreamReader
{
public:
    InStream() : m_stream(std::make_shared<std::stringstream>(std::ios_base::app | std::ios_base::binary | std::ios_base::in | std::ios_base::out))
    {
    }

    std::shared_ptr<std::istream> GetInputStream(const std::string&) const override
    {
        return m_stream;
    }

private:
    std::shared_ptr<std::stringstream> m_stream;
};

int main(int arg, char *argv[])
{
    auto glbStream = std::make_shared<std::ifstream>("some\\path.glb", std::ios::binary);
    auto streamReader = std::make_unique<InStream>();
    GLBResourceReader reader(*streamReader, glbStream);

    // get json from GLB and deserialize into GLTFDocument
    std::string json = reader.GetJson();
    Document gltfDoc = Deserialize(json);

    //serialize and write new gltf json showing the json structure originally hidden in GLB
    std::string gltfJson = Serialize(gltfDoc, SerializeFlags::Pretty);
    std::ofstream outStream("some\\path.gltf");
    outStream << gltfJson;
    outStream.flush();
}

NOTE: This package is outdated and there are no plans to release newer versions using NuGet, please go to https://github.com/microsoft/glTF-SDK to download the latest source code.

Breaking Changes for 1.6.3.1:

  • None

Notes for 1.6.3.1:

  • Fixed copyright notice to comply with MS standards
  • Fixed GLB serialization so empty buffers are not written

#GLTF Deserializer/Serializer in C++

  • Fully compliant with KhronosGroup GLTF 2.0 spec
  • Can ingest GLB/GLTFs as well as GLTFs with embedded Base64
  • Support for extensions
  • Built-in compliance validation during deserialization
  • Low memory overhead
  • Simple interface for reading any model information automatically converted to any bit size
  • Flexibility and ease of integration to any 3D engine
  • macOS/Windows Compatible

GLTFSDK is a fully compliant Deserializer/Serializer for GLTF, GLB and Base64 encoded GLTF files, implemented in C++ 11. Designed for flexibility and ease of integration into 3D engines. It supports files containing extensions and extras, allows easy direct reading of any model information into vectors of any desired bit size, and has built-in compliance validation of files during deserialization. Available for both Windows and macOS.

#include <GLTFSDK/Deserialize.h>
#include <GLTFSDK/Serialize.h>
#include <GLTFSDK/GLTFResourceWriter.h>
#include <GLTFSDK/GLBResourceReader.h>
#include <iostream>
#include <fstream>


using namespace Microsoft::glTF;

class InStream : public IStreamReader
{
public:
    InStream() : m_stream(std::make_shared<std::stringstream>(std::ios_base::app | std::ios_base::binary | std::ios_base::in | std::ios_base::out))
    {
    }

    std::shared_ptr<std::istream> GetInputStream(const std::string&) const override
    {
        return m_stream;
    }

private:
    std::shared_ptr<std::stringstream> m_stream;
};

int main(int arg, char *argv[])
{
    auto glbStream = std::make_shared<std::ifstream>("some\\path.glb", std::ios::binary);
    auto streamReader = std::make_unique<InStream>();
    GLBResourceReader reader(*streamReader, glbStream);

    // get json from GLB and deserialize into GLTFDocument
    std::string json = reader.GetJson();
    Document gltfDoc = Deserialize(json);

    //serialize and write new gltf json showing the json structure originally hidden in GLB
    std::string gltfJson = Serialize(gltfDoc, SerializeFlags::Pretty);
    std::ofstream outStream("some\\path.gltf");
    outStream << gltfJson;
    outStream.flush();
}

Release Notes

Fixed copyright notice. Fixed GLB serialization so empty buffers are not written.

This package is not used by any popular GitHub repositories.

Version History

Version Downloads Last updated
1.6.3.1 4,994 8/31/2018
1.6.1 998 8/10/2018
1.5.19 469 6/15/2018
1.3.55 657 4/23/2018
1.3.54 276 4/19/2018
1.3.46 4,079 2/16/2018
1.3.26 1,101 12/7/2017
1.3.25 470 12/5/2017