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Added endianness info
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pjcozzi committed Apr 2, 2013
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8 changes: 6 additions & 2 deletions specification/README.md
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Expand Up @@ -228,11 +228,11 @@ This allows validating an asset against the glTF schema using a tool like the gl
<a name="designprinciples.crossplatformandcrossdevice">
## Cross-Platform and Cross-Device

Like the GL APIs, glTF strives to be cross-platform and cross-device. JSON is platform-agnostic. Libraries that load the glTF referenced image formats are readily avilable on all platforms.
Like the GL APIs, glTF strives to be cross-platform and cross-device. JSON is platform-agnostic. glTF explicitly defines the endianness of binary data as little endian. Libraries that load the glTF referenced image formats are readily avilable on all platforms.

glTF assets also have a <a href="#profile">`profile`</a> that indicates what GL API it targets, e.g., `WebGL 1.0`.

_TODO: need deeper discussion here, e.g., endianness._
_TODO: Deeper discussion here?_

<a name="designprinciples.other">
## Other
Expand All @@ -249,6 +249,10 @@ However, glTF assets aren't always readable. For example, a simple shader embed
<a name="conventions">
# Conventions

## Endianness

Binary data for geometry and animations is stored in little endian. This does not require byte swapping on modern platforms running Windows, Linux, Mac, Android, and iOS.

## Naming

glTF uses [camel case](http://en.wikipedia.org/wiki/CamelCase) `likeThis` for the most part. Camel case is a common naming convention in JSON and WebGL. The exception is when a name is meant to match the GL name exactly, for example, `VERTEX_SHADER` and `FRAGMENT_SHADER`.
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