COLLADA2GLTF

June 30, 2020 ยท View on GitHub

COLLADA2GLTF

Build Status

COLLADA to glTF converter

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

Releases

Compiled binaries for Windows, MacOS, 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

FlagDefaultRequiredDescription
-i, --inputYes :white_check_mark:Path to the input COLLADA file
-o, --outputoutput/${input}.gltfNoPath to the output glTF file
--basepathParent of input pathNoResolve external uris using this as the reference path
-s, --separatefalseNoOutput separate binary buffer, shaders, and textures
-t, --separateTexturesfalseNoOutput textures separately
-b, --binaryfalseNoOutput Binary glTF
-m, --materialsCommonfalseNoOutput materials using the KHR_materials_common extension
-v, --versionNoglTF version to output (e.g. '1.0', '2.0')
-d, --dracoCompressionfalseNoOutput meshes using Draco compression extension
--qpNoQuantization bits used for position attributes in Draco compression extension
--qnNoQuantization bits used for normal attributes in Draco compression extension
--qtNoQuantization bits used for texcoord attributes in Draco compression extension
--qcNoQuantization bits used for color attributes in Draco compression extension
--qjNoQuantization bits used for joint indice and weight attributes in Draco compression extension
--metallicRoughnessTexturesNoPaths to images to use as the PBR metallicRoughness textures
--specularGlossinessfalseNooutput PBR materials with the KHR_materials_pbrSpecularGlossiness extension
--lockOcclusionMetallicRoughnessfalseNoSet metallicRoughnessTexture to be the same as the occlusionTexture in materials where an ambient texture is defined
--doubleSidedfalseNoForce all materials to be double sided. When this value is true, back-face culling is disabled and double sided lighting is enabled
--preserveUnusedSemanticsfalseNoDon't optimize out primitive semantics and their data, even if they aren't used.