Runs on your device · Your file never leaves your device.
A .gltf is the readable half of a format whose data usually lives next door — a .bin with the geometry, and image files for the textures. A .glb is all of it sealed into one binary file. This packs one into the other.
Add the .gltf together with its .bin and its textures; every piece gets packed in. This is the conversion to do before sending a model to somebody or putting it on a web page, because a GLB cannot arrive with its textures missing — there is nowhere for them to go astray.
The conversion runs on your own machine, which for a 3D file is the whole point: a model is usually a client’s product, a scanned property or something not yet announced. Nothing is sent to a server, so there is nothing to delete afterwards and nothing to take anyone’s word for.
Not for: Repacking a .gltf whose .bin or textures you no longer have — the missing pieces cannot be reconstructed.
A .gltf names its other files inside it, usually one .bin and a few images. Each is matched to the files you added by its file name alone, with capital letters ignored, so the folders written in the .gltf do not matter, and a name written with %20 for a space, as glTF stores it, matches the file with the space. Data already stored inside the .gltf as data: addresses needs nothing extra. A zip of the whole folder works as well.
A file the .gltf names but you did not add is not looked for anywhere else. Without the .bin there is no geometry, so the conversion stops and names the file to add. A missing image does not stop it: the GLB keeps a reference to that image, and the result lists it. If two images in different folders have the same file name, both surfaces get the same one, so rename one of them first.
The .gltf's own text is kept, and only the bytes move: the .bin and every image are placed inside the GLB exactly as they were, and the references to them are pointed there. Nothing is decoded, so JPEG images are not compressed a second time, Draco or meshopt geometry stays compressed, and every scene, node, material, animation and extension comes through, including extensions this site does not understand. The GLB is about the size of the .gltf, the .bin and the images together.
The model is still read once, to fill in the counts after converting. A picture that reader cannot decode, such as a KTX2 texture, is not counted there, but it is in the GLB, byte for byte.
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