Posted March 21, 2025 by Antz
Now that I have migrated the tool to Godot, it no longer has the limitations of libGDX and gdx-gltf. Exporting is much more faster, and this platform can support all the GLTF extensions that the meshoptimizer library supports.
GLTF File > gdx-gltf import > libGDX > LWJGL JNI bindings > MeshOptimizer > LWJGL JNI bindings > libGDX > gdx-gltf export > GLTF file
Resulted in 90% of the coding time was translating data structures between layers.
GLTF file import > MeshOptimizer > GLTF file export
Godot is only used for the GUI and file handling.
These are the only GLTF extensions that gdx-gltf support:
In addition to the above extensions, here are the remaining extensions that this NEW version supports:
The last libGDX version of my tool only supported 64k vertices and 32K indices. None of these issues with this version.