tinyobjloader VS stb

Compare tinyobjloader vs stb and see what are their differences.

tinyobjloader

Tiny but powerful single file wavefront obj loader (by tinyobjloader)

stb

stb single-file public domain libraries for C/C++ (by nothings)
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tinyobjloader stb
8 164
3,153 25,071
1.4% -
0.0 6.7
3 months ago 12 days ago
C++ C
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

tinyobjloader

Posts with mentions or reviews of tinyobjloader. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-27.
  • Open GL tutor request
    1 project | /r/opengl | 27 May 2023
    Obj file parsing isn't really OpenGL... But you can take a look at this GitHub project: https://github.com/tinyobjloader/tinyobjloader
  • From Blender to OpenGL
    1 project | /r/opengl | 12 Oct 2022
    For the Blender export part, the simplest 3D model format is OBJ. It's a text format that can be read in only ~100 lines of code. You can use Assimp for this. Or you can use something like tinyobjloader: https://github.com/tinyobjloader/tinyobjloader
  • [Part 5] Update of my Vulkan toy renderer: Meshlet cone culling, fast_obj, Vulkan dynamic rendering and many more
    2 projects | /r/vulkan | 27 Aug 2022
    I've replaced tinyobjloader with fast_obj which speeds up model loading process significantly. Here is a good article comparing different obj loaders.
  • Texture UV issue
    1 project | /r/opengl | 16 Dec 2021
    I don't think this is an issue with tinyobjloader but I'm unsure of how to troubleshoot from here. I've been following this tutorial to learn opengl.
  • oof: real-time, full-color console output for C++
    6 projects | /r/programming | 22 Nov 2021
    Exampes I've seen are the stb single header libraries, as well as tinyobjloader. The necessity to do this is usually written in the comments at the top of the header file:
  • How can I get Triangles from OBJ files?
    2 projects | /r/GraphicsProgramming | 3 Jun 2021
    If you´re using tinyobjloader, the documentation here https://github.com/tinyobjloader/tinyobjloader explains how it works. There´s even a triangulate flag.
  • Is there a simple and reliable static object loader out there?
    4 projects | /r/opengl | 13 Apr 2021
    Try Tiny obj loader: https://github.com/tinyobjloader/tinyobjloader
  • Baking Lighting Data and Color Variations to Vertex Colors
    3 projects | /r/mineways | 5 Apr 2021
    Also, it's possible to store a color per vertex, tinyobjloader supports this extended format for OBJ. But, like you say, how many (if any) OBJ loading programs actually support these vertex colors I suspect you can count on one hand (and more likely, zero hands). Blender, for example, does a terrible job even interpreting cutout objects in OBJ files, a common case (see step 9). I doubt they'd ever add per vertex color import support for any file format they read in. But, I'm interested to hear if they do - Blender is (by far, I believe) the main DCC app used with Mineways exports.

stb

Posts with mentions or reviews of stb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-09.
  • Lessons learned about how to make a header-file library (2013)
    1 project | news.ycombinator.com | 28 Feb 2024
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
    Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:

    * General: [stb](https://github.com/nothings/stb)

  • STB: Single-file public domain libraries for C/C++
    4 projects | news.ycombinator.com | 6 Jan 2024
  • Writing a TrueType font renderer
    9 projects | news.ycombinator.com | 1 Jan 2024
    Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).

    [1] https://handmade.network/forums/articles/t/7330-implementing....

    [2] https://github.com/nothings/stb/blob/master/stb_truetype.h

  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.

    So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.

    Proven method #1: Pack these thousands of textures into a texture atlas.

    Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).

    Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.

    Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.

    Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.

    Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:

    https://github.com/nothings/stb/blob/master/stb_rect_pack.h

    https://github.com/ands/trianglepacker

  • Www Which WASM Works
    2 projects | news.ycombinator.com | 24 Sep 2023
    The STB headers are mostly built like that: https://github.com/nothings/stb

    You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.

    In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.

    It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.

  • File for Divorce from LLVM
    9 projects | news.ycombinator.com | 29 Jun 2023
    My stuff for instance:

    https://github.com/floooh/sokol

    ...inspired by:

    https://github.com/nothings/stb

    But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).

  • What C libraries do you use the most?
    4 projects | /r/C_Programming | 29 Jun 2023
    STB Libraries: https://github.com/nothings/stb
  • [Noob Question] How do C programmers get around not having hash maps?
    3 projects | /r/C_Programming | 22 Jun 2023
    stb_ds is also very popular.
  • Is there an existing multidimensional hash table implementation in C?
    4 projects | /r/C_Programming | 20 Jun 2023

What are some alternatives?

When comparing tinyobjloader and stb you can also consider the following projects:

assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

Vcpkg - C++ Library Manager for Windows, Linux, and MacOS

rapidobj - A fast, header-only, C++17 library for parsing Wavefront .obj files.

imgui-node-editor - Node Editor built using Dear ImGui

oof - Convenient, high-performance RGB color and position control for console output

ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android

mp-units - The quantities and units library for C++

freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType

3DWorld - 3D Procedural Game Engine Using OpenGL

ImageMagick - 🧙‍♂️ ImageMagick 7

termtosvg - Record terminal sessions as SVG animations

Cppcheck - static analysis of C/C++ code