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COLLADA2GLTF

Build Status Build Status

COLLADA to glTF converter

A command-line tool to convert COLLADA (.dae) files to glTF.

Releases

Compiled binaries for Windows and Linux can be found under releases. It is recommended to use the last versioned release

Compile from source

  1. Clone repository
git clone --recursive https://github.com/KhronosGroup/COLLADA2GLTF.git
  1. Compile
cd COLLADA2GLTF
mkdir build
cd build
cmake .. #-Dtest=ON
# Linux
make
# Windows
## Open the generated COLLADA2GLTF.sln in Visual Studio and build
  1. Run
COLLADA2GLTF-bin[.exe]
  1. Run tests
COLLADA2GLTF-test[.exe]
GLTF-test[.exe]

Usage

COLLADA2GLTF[.exe] [input] [output] [options]

Options

Flag Default Required Description
-i, --input Yes ✅ Path to the input COLLADA file
-o, --output output/${input}.gltf No Path to the output glTF file
--basepath Parent of input path No Resolve external uris using this as the reference path
-s, --separate false No Output separate binary buffer, shaders, and textures
-t, --separateTextures false No Output textures separately
-b, --binary false No Output Binary glTF
-m, --materialsCommon false No Output materials using the KHR_materials_common extension
-v, --version No glTF version to output (e.g. '1.0', '2.0')
-d, --dracoCompression false No Output meshes using Draco compression extension
--qp No Quantization bits used for position attributes in Draco compression extension
--qn No Quantization bits used for normal attributes in Draco compression extension
--qt No Quantization bits used for texcoord attributes in Draco compression extension
--qc No Quantization bits used for color attributes in Draco compression extension
--qj No Quantization bits used for joint indice and weight attributes in Draco compression extension
--metallicRoughnessTextures No Paths to images to use as the PBR metallicRoughness textures
--specularGlossiness false No output PBR materials with the KHR_materials_pbrSpecularGlossiness extension
--lockOcclusionMetallicRoughness false No Set metallicRoughnessTexture to be the same as the occlusionTexture in materials where an ambient texture is defined
--doubleSided false No Force all materials to be double sided. When this value is true, back-face culling is disabled and double sided lighting is enabled