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Compression

Mesh Quantization

Reduce vertex attribute storage size using the KHR_mesh_quantization extension.

Default: Off
glTF Extension: KHR_mesh_quantization

By default, glTF stores vertex attributes such as normals, tangents, and UV coordinates as 32-bit floats. Mesh quantization allows the exporter to store these attributes in smaller integer types, reducing the size of the geometry data in the file.


What it does

  • Normals, tangents, and texture coordinates are packed into smaller integer representations
  • The KHR_mesh_quantization extension is registered as required in the output file
  • Geometry loads identically to the original — the viewer automatically converts integers back to float values

When to use it

  • You have complex scenes with many meshes and geometry size is a download bottleneck
  • Your target runtime explicitly supports KHR_mesh_quantization
  • You are building for web delivery where reducing transfer size matters

When to avoid it

  • Your runtime does not support KHR_mesh_quantization — the file will be rejected at load time
  • You are handing off to a pipeline tool that expects standard float vertex attributes

Warning

This extension is marked required in the exported file. Any viewer or tool that does not support KHR_mesh_quantization will refuse to open the file. Always confirm runtime support before using this in production assets.