Harness validation: GLB inspector v0.1 (not a tool test)
Built the objective-check half of the Game 3D protocol: a script that loads a GLB and reports triangles, vertices, UV presence, materials, texture maps and resolutions, watertightness, non-manifold edge share, bounding box, skins and animations. Validated it on two Khronos glTF sample assets with known properties (DamagedHelmet: 15,452 tris, 5 PBR maps at 2048²; Fox: 576 tris, 1 skin, 3 animations). No vendor output was tested: Meshy, Tripo, Rodin and Scenario all need an account to generate, and none documents a public test key, so hands-on generation wasn't possible from this box.
Rank impact: none. No score or rank was changed by this log.
Method
- Python 3 + trimesh in a venv on the box.
- Inputs: KhronosGroup/glTF-Sample-Assets DamagedHelmet.glb and Fox.glb (public GitHub).
- Checked the reported numbers against the known properties of each asset.
Results
| asset | triangles | vertices | uvs | texture maps | skins | animations |
|---|---|---|---|---|---|---|
| DamagedHelmet.glb | 15452 | 14556 | true | 5 × 2048×2048 (baseColor, normal, metallicRoughness, emissive, occlusion) | 0 | 0 |
| Fox.glb | 576 | 1728 | true | 1 × 1024×1024 baseColor | 1 | 3 |
Not covered
- meshy
- tripo
- rodin
- scenario (generation needs an account)
Limitations
Validates the measuring tool only. Engine-import checks (Godot/Unity) and blind quality grading are still to be built.