glTF & DirectX final part

Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I have written a few follow-up posts to highlight some of my learnings from writing this sample. This one is the final post and contains topics I thought were interesting but didn’t warrant…

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glTF & DirectX part3 – architecture

Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I’m going to write a few follow up posts to highlight some of my learnings from writing this sample. This one is on the design of the code sample. All of the code…

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glTF + DirectX part 2

Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I’m going to write a few follow up posts to highlight some of my learnings from writing this sample glTF glTF has been designed with some fundamental principles in mind; Physically-based rendering Often…

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GLB reading and writing

Just a quick post as I am looking at a useful Nuget package Microsoft.GLTF.cpp and wanted to note down my quick experiment with it. For an unrelated project I wrote a c++ parser for the GLB format (binary version of…

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Holograms Catalogue–Loading Models

The 3D industry has been lacking a ubiquitous, standard file format for scene description. Many years ago I worked on a project involving creating camera motion paths to drive motion control rigs like this one below: I worked with a…

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