How would I include a 32 bit color texture in a glTF model? All I can think of so far is application logic + extras, but I’m hoping someone out there more familiar with the ecosystem can point me to an existing solution.
Thanks!
How would I include a 32 bit color texture in a glTF model? All I can think of so far is application logic + extras, but I’m hoping someone out there more familiar with the ecosystem can point me to an existing solution.
Thanks!
The core glTF specification requires that the baseColorTexture
be an 8-bit sRGB texture, so if you’re hoping to use a 32-bit texture in that material slot, it isn’t officially supported. But I would check with whatever engine/viewer/runtime you’re using, you might get lucky and they support 32-bit PNG textures anyway.
Aside from that, the alternative would be to define a custom extension or patch the support into the tools you need, and just accept that your file will be non-standard. Not sure whether that approach would be acceptable for your use case.
Aside – if you just needed to hack the 32-bit texture into the file, never mind the spec, I could give advice on that. But your engine/viewer/runtime would likely need modifications to render the non-standard file.