I have over 100k of GLTF 1.0 models. We are in the process of converting to 2.0, and is hitting a brick wall.
The source models are Collada at first, and we used Collada2GLTF converter to generate the GLTF files. But we did do this using the KHR_materials_common setting, which created perfect results for us.
But now we want to convert the GLTF files to 2.0, and this is proven quite problematic. The process works fine, but the converted model gets the 'KHR_materials_common' extension. It is through that material that the texture is bound.
As we are using the THREE JS renderer, its GLTF loader does not yet support this extension, and no texture is displayed. It only gets a totally black surface.
I have given it (a quick) got to add that extension locally, using MeshBasicMaterial, but with no good result.
So, my question is, what are my options, if any?
- Is there a way to convert and remove the KHR_materials_common from the GLTF 1.0 source?
- Can the conversion process (gltf-pipeline) remove the extension?
- Is there any work in progress to add the support in THREEJS GLTFLoader?
- Conversion from source to GLTF 2.0 works, but I do not have all sources available. Some are customers property, and we do not store that.
- Reversing back to COLLADA is not supported (here)