# Testing glTF with models from Sketchfab, improved per-vertex rendering from glTF

**URL:** https://forum.castle-engine.io/t/testing-gltf-with-models-from-sketchfab-improved-per-vertex-rendering-from-gltf/136
**Category:** News
**Created:** [April 11, 2020, 12:26am UTC](https://forum.castle-engine.io/t/testing-gltf-with-models-from-sketchfab-improved-per-vertex-rendering-from-gltf/136 "2020-04-11T00:26:33Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [April 11, 2020, 12:26am UTC](https://forum.castle-engine.io/t/testing-gltf-with-models-from-sketchfab-improved-per-vertex-rendering-from-gltf/136/1 "2020-04-11T00:26:33Z")

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| [![scene_1](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_1-200x113.png)](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_1.png "scene\_1") |
| [![scene_0](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_0-200x113.png)](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_0.png "scene\_0") |
| [![scene_2](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_2-200x113.png)](https://castle-engine.io/wp/wp-content/uploads/2020/04/scene_2.png "scene\_2") |

Perfect [glTF support](https://castle-engine.io/creating_data_model_formats.php) is now my major task. It quickly became obvious that glTF is just a great asset format for our engine, it works beautifully with [Blender](https://castle-engine.io/creating_data_blender.php) and you can find plethora of sample glTF models on the Internet.

- [Sketchfab contains a lot of models in the glTF format](https://sketchfab.com/features/gltf), both free and paid. I’m having lots of fun testing _Castle Game Engine_ on them 🙂
- [Google Poly](https://poly.google.com/) also has [some glTF models](https://poly.google.com/search/gltf). Although most of them are a rehash of [glTF sample models from Khronos](https://github.com/KhronosGroup/glTF-Sample-Models/).

- We have improved rendering of per-vertex colors (`Color` and `ColorRGBA` nodes in X3D) for glTF compatibility. The per-vertex colors can now modulate (not only replace) the default colors.

I’m working now on multiple glTF features: finishing PBR, gamma correction, and optimizing glTF animations.
