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  "path": "/blog/introducing-gltf-2.1-with-complex-scenes",
  "publishedAt": "2026-06-11T15:04:42.224Z",
  "site": "https://www.khronos.org",
  "tags": [
    "API, glTF,"
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  "textContent": "Since the release of glTF 2.0 in 2017, the format has matured into a rich ecosystem spanning mesh compression, texture optimization, 3D Gaussian splats, and more. Today, the Khronos 3D Formats Working Group is excited to announce plans for glTF 2.1: a focused, backward-compatible revision of the core specification, built around a single motivation — making glTF work as well for large, composed scenes as it already does for single assets. Every feature in this release addresses a real gap that today forces teams toward proprietary conventions, custom tooling, or workarounds that break interoperability.",
  "title": "Introducing glTF 2.1 with Complex Scenes",
  "updatedAt": "2026-06-11T13:19:00.000Z"
}