One asset. Four identities.
Material variants keep shared geometry in one glTF asset while authored looks switch at runtime. This study follows the official post-load pattern so the extension metadata, primitive mappings, and fallback behavior stay inspectable.
Building a shared-geometry asset with authored material mappings…
- backend
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- variant set
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- primitives
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- materials
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- frame ms
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The parsed glTF variant metadata will appear after the loader finishes.
waiting
waiting
waiting
waiting
KHR_materials_variants describes a finite set of authored looks; the viewer chooses at most one active variant for the asset.
The study uses GLTFLoader's unknown-extension metadata and the official manual selection pattern.
Derived from the official GLTFLoader + variants example, GLTFLoader, and the Khronos KHR_materials_variants specification. Use ?forceWebGL=1 to inspect the labeled WebGL2 reference.
The renderer or loader could not create the study.