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Preview of GLB: Sphere LOD 0 (16,128 triangles, very high)
glb
290.3 KB
Actual file preview for GLB: Sphere LOD 0 (16,128 triangles, very high)

GLB: Sphere LOD 0 (16,128 triangles, very high)

The same unit sphere at 16,128 triangles: level 0 of a four-step ladder that spans 202x from top to bottom. Because every level is generated analytically from the same surface rather than decimated, the ladder is an exact reference: any deviation you measure is your tool's, not the fixture's.

File
GLB · Lod · 16,128 triangles
Use case
Mesh decimation testingMesh processing QA+1· Conversion set
Preview of GLB: Sphere LOD 1 (3,968 triangles, high)
glb
73.5 KB
Actual file preview for GLB: Sphere LOD 1 (3,968 triangles, high)

GLB: Sphere LOD 1 (3,968 triangles, high)

The same unit sphere at 3,968 triangles: level 1 of a four-step ladder that spans 202x from top to bottom. Because every level is generated analytically from the same surface rather than decimated, the ladder is an exact reference: any deviation you measure is your tool's, not the fixture's.

File
GLB · Lod · 3,968 triangles
Use case
Mesh decimation testingMesh processing QA+1· Conversion set
Preview of GLB: Sphere LOD 2 (960 triangles, medium)
glb
19.1 KB
Actual file preview for GLB: Sphere LOD 2 (960 triangles, medium)

GLB: Sphere LOD 2 (960 triangles, medium)

The same unit sphere at 960 triangles: level 2 of a four-step ladder that spans 202x from top to bottom. Because every level is generated analytically from the same surface rather than decimated, the ladder is an exact reference: any deviation you measure is your tool's, not the fixture's.

File
GLB · Lod · 960 triangles
Use case
Mesh decimation testingMesh processing QA+1· Conversion set
Preview of GLB: Sphere LOD 3 (80 triangles, low)
glb
2.7 KB
Actual file preview for GLB: Sphere LOD 3 (80 triangles, low)

GLB: Sphere LOD 3 (80 triangles, low)

The same unit sphere at 80 triangles: level 3 of a four-step ladder that spans 202x from top to bottom. Because every level is generated analytically from the same surface rather than decimated, the ladder is an exact reference: any deviation you measure is your tool's, not the fixture's.

File
GLB · Lod · 80 triangles
Use case
Mesh decimation testingMesh processing QA+1· Conversion set
Preview of GLB: Texture stored in a bufferView
glb
14.3 KB
Actual file preview for GLB: Texture stored in a bufferView

GLB: Texture stored in a bufferView

The third texture-storage strategy: the PNG lives inside the GLB's BIN chunk as a bufferView, addressed by `mimeType` rather than a URI. This is what a GLB packer must produce, and extracting the image again is the round-trip test.

File
GLB · Buffers
Use case
Texture map testingConversion testing· Conversion set
Preview of GLB: Three Scenes, Default is Scene 1
glb
17.1 KB
Actual file preview for GLB: Three Scenes, Default is Scene 1

GLB: Three Scenes, Default is Scene 1

Three named scenes over three meshes, with the asset's `scene` property pointing at index 1 rather than 0. Loaders that hardcode scene 0 show the wrong content and never report an error: this is the file that catches them.

File
GLB · Scene Graph
Use case
Conversion testingMesh processing QA· Conversion set
Preview of GLB: Tightly-packed Vertex Attributes
glb
13.7 KB
Actual file preview for GLB: Tightly-packed Vertex Attributes

GLB: Tightly-packed Vertex Attributes

The same sphere with every attribute in its own bufferView and no byteStride: the layout most exporters emit and most parsers assume. The control against which the interleaved twin in this group is diffed.

File
GLB · Buffers
Use case
Conversion testingMesh processing QA+1· Conversion set
Preview of GLB: Zero-area Triangles
glb
1.2 KB
Actual file preview for GLB: Zero-area Triangles

GLB: Zero-area Triangles

The same four degenerate triangles inside a structurally valid GLB. The file passes every glTF schema check (nothing in the format forbids a zero-area face), so this is the fixture for geometry validation as opposed to document validation.

File
GLB · Degenerate · 16 triangles
Use case
Mesh repair testingMesh processing QA· Conversion set
Preview of glTF Animation: Four Channels Across Two Nodes (GLB)
glb
3.1 KB
Actual file preview for glTF Animation: Four Channels Across Two Nodes (GLB)

glTF Animation: Four Channels Across Two Nodes (GLB)

A single animation whose four channels drive two nodes at once: the parent's translation, rotation and scale, and a spinning child that inherits all of it. The fixture for checking that channels are applied per node and per path rather than collapsed into one track.

File
GLB · Animation
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Material: doubleSided True vs False (GLB)
glb
19.4 KB
Actual file preview for glTF Material: doubleSided True vs False (GLB)

glTF Material: doubleSided True vs False (GLB)

Two open half-shells with identical geometry and opposite `doubleSided` flags. Because the shells are open you can see straight into them, which is the only way to tell backface culling from a lighting difference.

File
GLB · Materials · 528 triangles
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: KHR_materials_clearcoat (GLB)
glb
23.8 KB
Actual file preview for glTF Material: KHR_materials_clearcoat (GLB)

glTF Material: KHR_materials_clearcoat (GLB)

A rough red base under a full-strength, near-mirror clearcoat lobe: the two-layer material that car paint, lacquered wood and phone cases all need. The base and coat roughness differ by an order of magnitude, so a renderer that collapses the layers is obvious.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: KHR_materials_emissive_strength (GLB)
glb
23.8 KB
Actual file preview for glTF Material: KHR_materials_emissive_strength (GLB)

glTF Material: KHR_materials_emissive_strength (GLB)

Emission pushed past the core spec's 0-1 emissiveFactor clamp by a 6x strength multiplier: the extension that exists because HDR bloom needs values core glTF cannot express. A tone-mapping and bloom-threshold fixture.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: KHR_materials_unlit (GLB)
glb
23.7 KB
Actual file preview for glTF Material: KHR_materials_unlit (GLB)

glTF Material: KHR_materials_unlit (GLB)

A sphere whose material opts out of lighting entirely via KHR_materials_unlit: the shading path used for baked scenes, maps and stylised art. Renders as a flat silhouette in a conformant viewer and as a lit ball in one that ignores the extension, which makes the difference obvious.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: KHR_materials_variants (GLB)
glb
24 KB
Actual file preview for glTF Material: KHR_materials_variants (GLB)

glTF Material: KHR_materials_variants (GLB)

One mesh, two named material variants (Copper and Cobalt) selectable at runtime: the extension behind every product configurator that swaps a finish without reloading geometry. The primitive also carries a plain `material`, so viewers with no variant support still render something.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: Metallic-Roughness (GLB)
glb
23.7 KB
Actual file preview for glTF Material: Metallic-Roughness (GLB)

glTF Material: Metallic-Roughness (GLB)

A sphere with the glTF core metallic-roughness material: full metal, low roughness, no textures, so the numbers in the JSON are the whole material. The baseline half of the metallic-roughness vs specular-glossiness twin.

File
GLB · Materials · 960 triangles
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: OPAQUE / MASK / BLEND Side by Side (GLB)
glb
33.9 KB
Actual file preview for glTF Material: OPAQUE / MASK / BLEND Side by Side (GLB)

glTF Material: OPAQUE / MASK / BLEND Side by Side (GLB)

Three identical spheres differing only in alphaMode, arranged left to right. The MASK sphere's base alpha (0.45) sits deliberately just under its 0.5 cutoff, so a correct renderer discards it entirely while a renderer that treats MASK as BLEND draws it semi-transparent.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Material: Specular-Glossiness with Fallback (GLB)
glb
23.9 KB
Actual file preview for glTF Material: Specular-Glossiness with Fallback (GLB)

glTF Material: Specular-Glossiness with Fallback (GLB)

The same metal expressed in the archived specular-glossiness model, carried in `extensions` with an equivalent metallic-roughness fallback and NOT listed in extensionsRequired. The correct shape for an asset that must keep loading in viewers which dropped specular-glossiness support.

File
GLB · Materials
Use case
PBR material testingConversion testing· Conversion set
Preview of glTF Morph Target: Sparse Accessor (GLB)
glb
13.6 KB
Actual file preview for glTF Morph Target: Sparse Accessor (GLB)

glTF Morph Target: Sparse Accessor (GLB)

A morph target stored as a sparse accessor: only 25 of 289 vertices carry a delta, and the accessor has no bufferView at all, so every other vertex reads as zero. Sparse accessors are the least-implemented corner of the glTF spec and the usual cause of a target that appears to do nothing.

File
GLB · Morph
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Morph Targets: Animated Weights (GLB)
glb
20.6 KB
Actual file preview for glTF Morph Targets: Animated Weights (GLB)

glTF Morph Targets: Animated Weights (GLB)

The two-target plane with an animation channel whose target path is `weights`: five keyframes, ten scalars, because a weights sampler stores one value per target per key. The case that breaks players which assume every channel output is a vec3 or a quaternion.

File
GLB · Morph
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Morph Targets: Eight Simultaneous Targets (GLB)
glb
41.6 KB
Actual file preview for glTF Morph Targets: Eight Simultaneous Targets (GLB)

glTF Morph Targets: Eight Simultaneous Targets (GLB)

Eight POSITION morph targets on one primitive: bumps arranged around a circle, so every active weight is visible independently. Eight is where many real-time renderers stop supporting extra targets; this is the fixture that says whether yours does.

File
GLB · Morph
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Morph Targets: POSITION + NORMAL Deltas (GLB)
glb
27.2 KB
Actual file preview for glTF Morph Targets: POSITION + NORMAL Deltas (GLB)

glTF Morph Targets: POSITION + NORMAL Deltas (GLB)

Morph targets that displace both positions and normals, with the first target already at weight 0.3 in the bind pose. Shading that stays flat while the surface ripples is the symptom of a loader that morphs positions and forgets the normal deltas.

File
GLB · Morph
Use case
Conversion testingMesh processing QA+1· Conversion set
Preview of glTF Morph Targets: Two POSITION Targets (GLB)
glb
20.1 KB
Actual file preview for glTF Morph Targets: Two POSITION Targets (GLB)

glTF Morph Targets: Two POSITION Targets (GLB)

A 16x16 plane with two POSITION morph targets (a sine ripple and a centre bulge), both at weight 0 in the bind pose. Drive the weights yourself to check that a loader adds the deltas to the base positions instead of replacing them.

File
GLB · Morph · 512 triangles
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Morph Targets: Two Targets (JSON)
gltf
27.6 KB
Actual file preview for glTF Morph Targets: Two Targets (JSON)

glTF Morph Targets: Two Targets (JSON)

The same two-target morph plane as readable glTF JSON, so the `targets` array, the mesh-level `weights` and the target accessors can be inspected without a hex editor.

File
GLTF · Morph
Use case
Conversion testingMesh processing QA· Conversion set
Preview of glTF Node Animation: CUBICSPLINE Sampler (GLB)
glb
3.2 KB
Actual file preview for glTF Node Animation: CUBICSPLINE Sampler (GLB)

glTF Node Animation: CUBICSPLINE Sampler (GLB)

One cube on one node, with translation, rotation and scale each driven by a five-key sampler that is cubic-spline, with in/out tangents stored around each value. Three files differing only in `interpolation`: the cleanest way to prove an animation player implements all three modes rather than treating everything as linear.

File
GLB · Animation
Use case
Conversion testingMesh processing QA· Conversion set