Guide 02/12 · 5 min read · updated 2026-08-18

GLB vs glTF: which one should you export?

GLB is the binary container form of glTF 2.0. Same spec, same PBR materials — different packaging. When to ship which, and how to convert between them locally.

01One spec, two packages

glTF 2.0 is Khronos' open format for 3D scenes. A .gltf file is human-readable JSON that points at separate .bin and texture files. A .glb file is the same data packed into one binary container: JSON chunk, buffer chunk and images all in one file.

Because they carry the same spec, nothing is lost converting either direction — meshes, PBR materials, textures, node hierarchies and animations all survive.

02When to ship GLB

GLB wins whenever the asset travels: web viewers, model-viewer tags, game engine imports, sharing links. One file is one attachment; no path-resolution bugs, no missing texture files. It is also typically smaller, since the container avoids base64 bloat.

Every renderer ecosystem treats GLB as the default. If you are not sure, export GLB.

03When to ship glTF

The loose .gltf form earns its keep when you need to inspect or hand-edit: the JSON is readable in any text editor, and textures sit alongside as ordinary image files you can swap without re-exporting. Pipelines that diff or patch assets version-control .gltf much more cleanly than binary blobs.

04Converting locally

The on-site converter parses either form with the same loader and re-serializes the other, entirely in the browser — the file never touches a server. Geometry and materials are identical byte-for-byte in spirit; only the packaging changes.