A LibGDX extension providing GLTF 2.0 format support and Physically Based Rendering (PBR) shaders for 3D graphics.
gdx-gltf is an open-source extension for the LibGDX game development framework that adds support for the GLTF 2.0 3D file format and implements Physically Based Rendering (PBR) shaders. It enables developers to load modern 3D assets directly into LibGDX applications, offering a simpler workflow and high-quality rendering capabilities compared to the default G3D format.
LibGDX developers working on 3D games or applications who need to import assets from modern 3D tools like Blender and want realistic lighting with Physically Based Rendering.
It modernizes 3D graphics in LibGDX by adopting the industry-standard GLTF format, eliminating the need for external conversion tools like fbx-conv, and provides a high-quality PBR pipeline that integrates seamlessly with the existing LibGDX API.
GLTF 2.0 3D format support and PBR shader implementation for LibGDX
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Loads GLTF and GLB files directly without external conversion tools like fbx-conv, simplifying asset pipelines as highlighted in the introduction.
Provides Physically Based Rendering shaders with metallic/roughness workflows, image-based lighting, and support for multiple GLTF extensions, enabling high-quality realistic rendering.
Includes built-in facilities for sky boxes, shadows, spot lights, and GLTF export capabilities, offering advanced 3D features out of the box.
Supports loading cameras, lights, shape keys, and animations from Blender exports, seamlessly bridging modern 3D software with LibGDX.
Does not support GLTF embedded or binary formats for HTML/WebGL targets due to LibGDX Pixmap loading issues, restricting web deployment options.
Full PBR rendering requires specific GL versions or extensions like textureLod, which may not be available on older devices, leading to broken or limited functionality.
Setting up shader providers for rigged models or managing uniform limits requires manual tuning, as noted in troubleshooting, adding setup complexity.