What are the key differences between glTFLoader and ObjLoader in threejs?

Throughout my experience with three.js, I have always relied on .obj files to import models. However, I recently came across information suggesting that the shift towards using .gltf files is now preferred.

Upon trying to work with .gltf files, I've noticed that while loading objects may be straightforward, .obj files offer more flexibility once the object is imported. For example:

  • Adjusting material properties
  • Changing shading to flat
  • Controlling object behavior in response to specific inputs

It appears that these tasks are challenging or not supported in .gltf format, whereas they can easily be achieved with .obj files.

So, what exactly are the advantages of using .gltf? Is it mainly for reducing file size, even though it seems like sacrificing a significant amount of control?

Answer №1

When comparing .obj versus gltf, it's clear that gltf has numerous advantages over obj. Obj lacks support for hierarchies, modern materials, shaders, lights/cameras, and geometry groups. It is essentially an outdated format, with its only saving grace being its human readability (which gltf also offers). Gltf, on the other hand, boasts features such as mesh compression, compressed texture format, binary buffers, and single-file export with embedded resources. Originating from the late 70s, obj pales in comparison to gltf which incorporates four decades of progress in real-time 3d technology specifically tailored for web 3d asset delivery.

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