- 13 12月, 2019 11 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Remove unused xr.submitFrame()
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由 Fernando Serrano 提交于
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由 Mr.doob 提交于
DRACOLoader: Support repeated loading of same geometry
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由 Mr.doob 提交于
Material define types
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由 Mr.doob 提交于
GLTFLoader: Load materials and geometries in parallel
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由 Mr.doob 提交于
Examples: Improve performance of 'instancing / scatter' animation
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
BasisTextureLoader: Fix severe work distribution imbalance
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- 12 12月, 2019 23 次提交
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由 Don McCurdy 提交于
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由 Michael Herzog 提交于
Modularize: Remove WebVR.js
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由 Don McCurdy 提交于
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由 Don McCurdy 提交于
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由 Bastien Robert 提交于
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由 Bastien Robert 提交于
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由 Bastien Robert 提交于
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由 Arseny Kapoulkine 提交于
Instead of waiting for all materials of a mesh before fetching geometry data, we now push all promises into one large array and wait on all of this at once. This means we can load .bin file in parallel with texture data when texture assets are using separate files, and potentially start decoding geometry earlier.
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由 Mr.doob 提交于
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由 WestLangley 提交于
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由 Mr.doob 提交于
Docs: ArrowHelper clean up
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由 Mr.doob 提交于
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由 Mr.doob 提交于
SVGLoader: Fix stroke generation with round strokeLineJoin
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由 Mr.doob 提交于
SVGLoader: Check node.style is not undefined
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由 WestLangley 提交于
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由 Mr.doob 提交于
InterleavedBufferAttribute: add .applyMatrix4()
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Removed WebVR support
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 11 12月, 2019 6 次提交
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由 Michael Herzog 提交于
FileLoader.d.ts type fix
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由 yomboprime 提交于
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由 Arseny Kapoulkine 提交于
When used from GLTF loader, it's common for BasisTextureLoader promises to be created in quick succession for a number of textures. What happens is that the methods wait until the transcoder is loaded, and then call _getWorker in succession. After each _getWorker call succeeds, the continuation for the promise is scheduled - however, the worker task cost is only adjusted when that continuation is ran, and the next _getWorker call runs immediately after. As a result, the _taskLoad-based sorting doesn't work, and most textures are assigned to the last worker, which means that the decode is mostly single-threaded. This change fixes this by integrating cost adjustment into _getWorker (renamed to _allocateWorker for clarity); we also don't need _taskCosts anymore because we can close over the taskCost local instead. Also fix the problem where we were creating redundant object URLs for the transcoder binary because of many calls to _initTranscoder (during _getWorker) during which the transcoder promise is setup but the binary hasn't been loaded yet.
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由 yomboprime 提交于
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由 黄敏 提交于
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由 WestLangley 提交于
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