
380 V 3D Engine Design
scene
node
mesh
light
camera
attribute
animation
skin
indices
material
**
*
11
1
1
1
11
2
11
***
*
*
*
buerview
technique
program
image
sampler
shader
texture
buer
Figure 2.3. Structure of top-level glTF JSON properties. Properties in gray may
reference external files or have embedded data.
Animations and skins reference bufferViews in a similar fashion to attributes
and indices. They also reference nodes and other properties to change their values
over time.
A glTF asset may use most or all of these top-level properties to define a
scene, or it could contain just meshes or techniques, for example. Next, we’ll
look at buffers, materials, and animations in