Slipstream

100% local · nothing leaves your machine

In-browser · glTF / GLB optimizer

Lighter models.
Same shape.

DRACO geometry compression and WebP textures, processed entirely in your browser. Your model never leaves your machine.

KHR_draco_mesh_compression · EXT_texture_webp

Drop a .glb or .gltf

or browse — self-contained .gltf works too

NASA/JPL-Caltech · public domain (CC0)

Processed locally — nothing is uploaded.

How it works

Three sectors, one worker.

S1

Textures

Every texture is decoded and re-encoded to WebP, per-role quality defaults with per-texture overrides where you need them.

S2

Geometry

Meshes are compressed with DRACO. Vertex count and shape are untouched — only the bytes they cost shrink.

S3

Write

Compressed geometry and textures are repacked into one GLB, ready to download straight from the tab.

Privacy

Nothing leaves your machine.

There is no upload path in this codebase. Your file goes from disk to an ArrayBuffer, into a Web Worker, and back out as a downloadable blob — the network tab stays empty for the whole run.

This isn’t just a claim: the end-to-end test suite asserts zero non-local network requests during a full optimize run, on every build.

Credits

Honest machinery.

Demo model: Perseverance rover, NASA/JPL-Caltech — public domain (CC0). Code is MIT and open source, built on gltf-transform, DRACO and jSquash. Optimization happens in code; nothing here is hand-tuned per model.