Convert Ogre XML to glTF
Free, in your browser, with nothing uploaded. Drop your .mesh.xml file in and take the .gltf away.
Drop your Ogre XML file here
.mesh.xml in, .gltf out. Bring its textures and sidecar files too
Choose filesNothing is uploaded No account, no email No file size limit
How to convert Ogre XML to glTF
- 01
Add your .mesh.xml file
Drag your Ogre3D Mesh XML file onto the drop zone, or click it to browse. Bring its textures and sidecar files in the same drop and they get wired back up.
- 02
Check the preview
The model is parsed on your machine and drawn in the viewport, so a wrong axis or a missing texture shows up before you commit rather than downstream.
- 03
Save the .gltf file
Press convert. The glTF 2.0 (JSON) file is written in the tab and lands in your downloads folder. No link, no expiry, no account.
What carries over, and what does not
A format conversion is a translation, and translations lose things. Here is what actually happens when an Ogre XML file becomes a glTF file.
| Data | Ogre XML | glTF | Survives |
|---|---|---|---|
| Geometry | Yes | Yes | Yes |
| Materials & colour | Yes | Yes | Yes |
| Texture maps | Yes | Yes | Yes |
| Animation & rigs | Yes | Yes | Yes |
| Scene hierarchy | Yes | Yes | Yes |
This is a comparatively lossless pairing: 5 of the five categories above are supported by both formats, so most of what is in your Ogre XML file has somewhere to go in the glTF file.
Bring the sidecar files
Drop the matching .skeleton.xml in alongside to bring the rig and animation.
About Ogre3D Mesh XML
Ogre3D ships meshes as a compact binary .mesh, but its pipeline goes through a readable .mesh.xml first: vertex buffers, submeshes, bone assignments and skeleton links in plain XML. That is the form exporters emit and the only form you can actually inspect by eye.
Commonly seen in: Ogre3D, Torchlight, Stunt Rally, Ogre-based engines. More on the Ogre XML format page.
About glTF 2.0 (JSON)
glTF 2.0 is the Khronos Group’s royalty-free runtime format, often described as "the JPEG of 3D". The .gltf flavour is human-readable JSON that describes the scene graph, and points at binary buffers and image files sitting next to it. It defines a single physically based material model, so a glTF file looks the same in every conforming renderer, which is rare in 3D. Use .gltf when you want to inspect or hand-edit the file, and .glb when you want to ship it.
Commonly seen in: three.js, Babylon.js, Godot, Blender, Adobe Substance 3D. More on the glTF format page.
How the conversion works
When you drop a file in, the bytes are handed to a parser compiled to run in your browser. The Ogre XML data is decoded into an in-memory scene graph of meshes, materials and transforms, which is what the preview is drawing. Pressing convert walks that scene graph back out through a glTF writer and hands you the resulting bytes as a download.
The whole round trip is local. The page itself is static: it is delivered once and then does its work offline. That is why the privacy claim is checkable rather than a promise.
Ogre XML to glTF: common questions
Is my Ogre XML file uploaded anywhere?
No. The file is read by code running inside this browser tab and never crosses the network. You can prove it by disconnecting from the internet before you convert, the page keeps working, or by watching the Network tab in your browser's developer tools while you drop a file in.
How large an Ogre XML file can I convert?
There is no server-side limit because there is no server. The practical ceiling is your own machine's memory: a browser tab can usually handle models up to a few hundred megabytes. Very dense scans or scenes with millions of triangles will take a few seconds and a lot of RAM.
Why does my converted glTF file look untextured?
glTF does support textures, but the images have to be available to embed. If your Ogre XML file references texture images that live next to it on disk, drag those images into the drop zone along with the model and they will be picked up.
Does it cost anything?
No. There is no fee, no account, no watermark and no per-file limit. Since the conversion runs on your hardware rather than ours, serving this page costs about as much as serving a blog post.
Does it work on a Mac, on Windows or on a phone?
All of them. There is nothing to install: any browser with WebGL 2 will do, which covers current Chrome, Edge, Firefox and Safari on desktop, and Safari and Chrome on mobile. A phone has less memory than a laptop, so a very heavy scene may be the one thing it cannot finish.
Related conversions
Other things to do with the same file.
From Ogre XML:
Other ways to get to glTF:
Or do something else with it: