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Tinygltf

Header only C++11 tiny glTF 2.0 library

Install / Use

/learn @syoyo/Tinygltf
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Header only C++ tiny glTF library(loader/saver).

TinyGLTF is a header only C++ glTF 2.0 https://github.com/KhronosGroup/glTF library.

TinyGLTF v3 (new major release)

tiny_gltf_v3.h is the new major version of TinyGLTF and the recommended API for new projects.

What's new in v3

v3 is a ground-up rewrite with a C-centric, low-overhead design:

  • Pure C POD structs — no STL containers in the public API; easy to bind to other languages.
  • Arena-based memory management — all parse-time allocations come from a single arena; a single tg3_model_free() frees everything.
  • Structured error reportingtg3_error_stack provides machine-readable errors with severity levels and source locations.
  • Custom JSON backend — backed by tinygltf_json.h, a high-performance, locale-independent JSON parser with optional SIMD acceleration (SSE2 / AVX2 / NEON) and a float32 fast-path.
  • Streaming callbacks — opt-in streaming parse/write via user-supplied callbacks.
  • No RTTI, no exceptions required — suitable for embedded and game-engine use.
  • Opt-in filesystem and image I/OTINYGLTF3_ENABLE_FS / TINYGLTF3_ENABLE_STB_IMAGE are off by default; you control when and how assets are loaded.
  • C++20 coroutine facade (optional, auto-detected). C17/C++17 default.

Quick start (v3)

Copy tiny_gltf_v3.h and tinygltf_json.h to your project. In one .cpp file:

#define TINYGLTF3_IMPLEMENTATION
#define TINYGLTF3_ENABLE_FS          // enable file I/O
#define TINYGLTF3_ENABLE_STB_IMAGE   // enable image decoding
#include "tiny_gltf_v3.h"

Loading a glTF file:

tg3_load_options_t opts = tg3_load_options_default();
tg3_error_stack_t errors = {0};
tg3_model_t *model = tg3_load_from_file("scene.gltf", &opts, &errors);
if (!model) {
    for (int i = 0; i < errors.count; i++)
        fprintf(stderr, "[%s] %s\n", tg3_severity_str(errors.items[i].severity),
                errors.items[i].message);
}
// ... use model ...
tg3_model_free(model);

Status

⚠️ v2 deprecation notice: tiny_gltf.h (v2) remains fully functional and is still supported, but it is now in maintenance mode only — no new features will be added. v2 will be sunset after mid-2026. New projects should use tiny_gltf_v3.h.

Currently TinyGLTF v2 is stable and in maintenance mode. No drastic changes and feature additions planned.

  • v2.9.0 Various fixes and improvements. Filesystem callback API change.
  • v2.8.0 Add URICallbacks for custom URI handling in Buffer and Image. PR#397
  • v2.7.0 Change WriteImageDataFunction user callback function signature. PR#393
  • v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
  • v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
  • v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
  • v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
  • v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
  • v2.1.0 release(Draco decoding support)
  • v2.0.0 release(22 Aug, 2018)!

Branches

  • sajson : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.

Builds

C/C++ CI

Features

Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207

  • Written in portable C++. C++-11 with STL dependency only.
    • [x] macOS + clang(LLVM)
    • [x] iOS + clang
    • [x] Linux + gcc/clang
    • [x] Windows + MinGW
    • [x] Windows + Visual Studio 2015 Update 3 or later.
      • Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile json.hpp.
    • [x] Android NDK
    • [x] Android + CrystaX(NDK drop-in replacement) GCC
    • [x] Web using Emscripten(LLVM)
  • Moderate parsing time and memory consumption.
  • glTF specification v2.0.0
    • [x] ASCII glTF
      • [x] Load
      • [x] Save
    • [x] Binary glTF(GLB)
      • [x] Load
      • [x] Save(.bin embedded .glb)
  • Buffers
    • [x] Parse BASE64 encoded embedded buffer data(DataURI).
    • [x] Load .bin file.
  • Image(Using stb_image)
    • [x] Parse BASE64 encoded embedded image data(DataURI).
    • [x] Load external image file.
    • [x] Load PNG(8bit and 16bit)
    • [x] Load JPEG(8bit only)
    • [x] Load BMP
    • [x] Load GIF
    • [x] Custom Image decoder callback(e.g. for decoding OpenEXR image)
  • Morph traget
    • [x] Sparse accessor
  • Load glTF from memory
  • Custom callback handler
    • [x] Image load
    • [x] Image save
  • Extensions
    • [x] Draco mesh decoding
    • [ ] Draco mesh encoding

Note on extension property

In extension(ExtensionMap), JSON number value is parsed as int or float(number) and stored as tinygltf::Value object. If you want a floating point value from tinygltf::Value, use GetNumberAsDouble() method.

IsNumber() returns true if the underlying value is an int value or a floating point value.

Examples

  • glview : Simple glTF geometry viewer.
  • validator : Simple glTF validator with JSON schema.
  • basic : Basic glTF viewer with texturing support.
  • build-gltf : Build simple glTF scene from a scratch.

WASI/WASM build

Users who want to run TinyGLTF securely and safely(e.g. need to handle malcious glTF file to serve online glTF conver), I recommend to build TinyGLTF for WASM target. WASI build example is located in wasm .

Projects using TinyGLTF

  • px_render Single header C++ Libraries for Thread Scheduling, Rendering, and so on... https://github.com/pplux/px
  • Physical based rendering with Vulkan using glTF 2.0 models https://github.com/SaschaWillems/Vulkan-glTF-PBR
  • GLTF loader plugin for OGRE 2.1. Support for PBR materials via HLMS/PBS https://github.com/Ybalrid/Ogre_glTF
  • TinyGltfImporter plugin for Magnum, a lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
  • Diligent Engine - A modern cross-platform low-level graphics library and rendering framework
  • Lighthouse 2: a rendering framework for real-time ray tracing / path tracing experiments. https://github.com/jbikker/lighthouse2
  • QuickLook GLTF - quicklook plugin for macos. Also SceneKit wrapper for tinygltf.
  • GlslViewer - live GLSL coding for MacOS and Linux
  • Vulkan-Samples - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
  • TDME2 - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
  • SanityEngine - A C++/D3D12 renderer focused on the personal and professional development of its developer
  • Open3D - A Modern Library for 3D Data Processing
  • Supernova Engine - Game engine for 2D and 3D projects with Lua or C++ in data oriented design.
  • Wicked Engine<img src="https://github.com/turanszkij/WickedEngine/blob/master/Content/logo_small.png" width="28px" align="center"/> - 3D engine with modern graphics
  • Your projects here! (Please send PR)

TODOs

  • [ ] Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369
  • [ ] Mesh Compression/decompression(Open3DGC, etc)
    • [x] Load Draco compressed mesh
    • [ ] Save Draco compressed mesh
    • [ ] Open3DGC?
  • [x] Support extensions and extras property
  • [ ] HDR image?
    • [ ] OpenEXR extension through TinyEXR.
  • [ ] 16bit PNG support in Serialization
  • [ ] Write example and tests for animation and skin

Optional

  • [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing?

Licenses

TinyGLTF is licensed under MIT license.

TinyGLTF uses the following third party libraries.

  • json.hpp : Copyright (c) 2013-2017 Niels Lohmann. MIT license.
  • base64 : Copyright (C) 2004-2008 René Nyffenegger
  • stb_image.h : v2.08 - public domain image loader - Github link
  • stb_image_write.h : v1.09 - public domain image writer - Github link

Build and example

Copy stb_image.h, stb_image_write.h, json.hpp and tiny_gltf.h to your project.

Loading glTF 2.0 model

// Define these only in *one* .cc file.
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
#include "tiny_gltf.h"

using namespace tinygltf;

Model model;
TinyGLTF loader;
std::string err;
std::string warn;
std::string filename = "input.gltf";

bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, filename);
//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, filename); // for binary glTF(.glb)

if (!warn.empty()) {
  printf("Warn: %s\n", warn.c_str());
}

if (!err.empty()) {
  printf("Err: %s\n", err.c_str());
}

if (!ret) {
  printf("Failed to parse glTF: %s\n", filename.c_str());
}

Loader options

  • TinyGLTF::SetPreserveimageChannels(bool onoff). true to preserve image channels as stored in image file for loaded image. false by default for backward compatibility(image channels are widen to RGBA 4 channels). Effective only when using builtin image loader(STB image loader).

Compile options

  • TINYGLTF_NOEXCEPTION : Disable C++ exception in JSON parsing. Y

Related Skills

View on GitHub
GitHub Stars2.4k
CategoryDevelopment
Updated20h ago
Forks479

Languages

C++

Security Score

100/100

Audited on Mar 28, 2026

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