A .glb file is the binary packaging of glTF 2.0: JSON scene description, mesh buffers, and optional textures packed into one little-endian container with a fixed header and typed chunks. It is the usual way to ship a self-contained realtime 3D asset without sidecar .bin files.
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Batch files can each use a different output. Nothing uploads for local conversions.
Working inputs include camera RAW, browser-local audio/video, PDF, CBZ/CBR comics, office documents, ebooks, markup, 3D models, structured text, images, and archives.
Where GLB comes from
Khronos finalized glTF 2.0 in 2017 and standardized the GLB binary container alongside the JSON form so engines could load models with a single fetch. Blender, Babylon.js, three.js, and major game toolchains adopted .glb through the late 2010s as the default interchange for web and realtime meshes.
How GLB works
Begins with a 12-byte header (magic glTF, version 2, total length) followed by a JSON chunk and usually one BIN chunk.
Mesh geometry is addressed through bufferViews and accessors; triangle primitives use mode 4 with optional index accessors.
Vertex attributes such as POSITION are typed arrays (commonly float32 VEC3) referenced by byte offset and stride.
Materials, animations, and skins may be present in the JSON, but a mesh-only converter can ignore everything except triangle positions.
When to use GLB
Publishing web and AR models that must load from one file
Moving triangulated assets between Blender, game engines, and browser viewers
Archiving a mesh without external buffer dependencies
Converting print-oriented meshes into realtime-friendly packages
Efficient binary buffers with predictable alignment
Open Khronos standard with broad tooling
Limitations
Scene graph, materials, and animations are richer than many converters preserve
External image or buffer URIs still appear in some exporters and break single-file workflows
Compatibility
Windows 3D Viewer, Blender, glTF Sample Viewer, three.js, Babylon.js, Unity, Unreal, and most modern DCC tools import .glb. Mobile AR frameworks and web engines treat it as a first-class mesh package.
Asset generator and copyright fields live in the JSON asset object; richer metadata usually rides in extras or vendor extensions.