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glTF has several problems because it was designed for WebGL instead of OpenGL 4.x:
Requires PNG and JPG support (needs to be decoded and do not use GPU compression) but does not support KTX textures
Requires parsing a JSON file, which slows down loading models
Each mesh in a model's scene may use a different vertex format. Although in practice the format of the attributes is the same for all meshes, their index type (uint16 or uint32) may differ
glTF has several problems because it was designed for WebGL instead of OpenGL 4.x:
Create a binary storage format:
Vertex attributes must not be interleavedGL.Types.Indirect.Elements_Indirect_Command_Array
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