- 01 11月, 2020 1 次提交
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由 Mr.doob 提交于
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- 30 10月, 2020 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2020 2 次提交
- 27 10月, 2020 5 次提交
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由 Mr.doob 提交于
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由 Mugen87 提交于
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由 Don McCurdy 提交于
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由 Garrett Johnson 提交于
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由 Garrett Johnson 提交于
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- 24 10月, 2020 3 次提交
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由 Garrett Johnson 提交于
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由 Garrett Johnson 提交于
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由 Garrett Johnson 提交于
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- 21 10月, 2020 2 次提交
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由 Don McCurdy 提交于
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由 Don McCurdy 提交于
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- 17 10月, 2020 3 次提交
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由 Arseny Kapoulkine 提交于
Instead of changing the extension parsing loop, we now use the fallback only if extension is not present in the required list.
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由 Arseny Kapoulkine 提交于
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由 Arseny Kapoulkine 提交于
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- 16 10月, 2020 2 次提交
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由 Arseny Kapoulkine 提交于
If KTX2 loader wasn't registered, we would previously fail to load GLTF files that used BasisU; this is a problem since files that don't require BasisU support but specify it optionally would incorrectly fail. The tradeoff here is that the error message that we previously emitted for cases where the extension was required is now no more; we need some mechanism for required extensions to actually be enforced to solve this.
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由 Arseny Kapoulkine 提交于
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- 15 10月, 2020 3 次提交
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由 Mugen87 提交于
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由 Arseny Kapoulkine 提交于
Long term we might want to have a way to indicate failure from a plugin, but for now this seems reasonable.
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由 Arseny Kapoulkine 提交于
This makes sure that files with EXT_meshopt_compression used as a non-required extension don't fail to load.
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- 14 10月, 2020 3 次提交
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由 Arseny Kapoulkine 提交于
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由 Arseny Kapoulkine 提交于
EXT_meshopt_compression is a recent extension that supports compressing glTF data - geometry, animation, instance transforms - in a generic fashion. Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression It is possible to produce files that use the extension using gltfpack (https://github.com/zeux/meshoptimizer/tree/master/gltf). To decompress the files, loader needs to decode the bufferView data - the extension specification details the compressed format, but meshoptimizer library provides a portable decoder that can be readily consumed from JS; the decoder requires WebAssembly and will automatically dispatch to Wasm SIMD when available, or use MVP otherwise. meshopt_decoder.js is a drop-in copy of https://github.com/zeux/meshoptimizer/blob/master/js/meshopt_decoder.js; since it implements the specified format, it can be updated at any point without loss of backwards compatibility. The PR for EXT_meshopt_compression in glTF repository (https://github.com/KhronosGroup/glTF/pull/1830) contains file sizes for a lot of example models - the benefit of using this extension is that it supports compressing every possible type of glTF binary data except for images, and can decode at breakneck speeds (~1 GB/s when using Wasm SIMD on a recent desktop Intel CPU) while only requiring a very small decoder binary (meshopt_decoder.js is at 21 KB raw, 6 KB deflated, while including *two* builds of the decoder, scalar and SIMD). As an example, I've tested this PR on BrainStem model from glTF-Sample-Models repository that contains animation data. The original file size is 3120 KB, Draco-compressed version is 1942 KB, and meshopt-compressed version is 362 KB, produced by gltfpack with `-cc` option. The large size delta is due to animation data being compressed with the extension; the loader extension decompresses bufferViews upon request and the rest of the loader pipeline works without further changes. To integrate the extension after this change the user simply needs to include the module, and pass the exported MeshoptDecoder global to the loader: import './js/libs/meshopt_decoder.js'; ... loader.setMeshoptDecoder( MeshoptDecoder );
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由 Don McCurdy 提交于
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- 13 10月, 2020 1 次提交
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由 Garrett Johnson 提交于
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- 23 9月, 2020 2 次提交
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由 Don McCurdy 提交于
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由 Mugen87 提交于
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- 18 9月, 2020 4 次提交
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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 Don McCurdy 提交于
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由 Don McCurdy 提交于
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- 17 9月, 2020 3 次提交
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由 linbingquan 提交于
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由 Mugen87 提交于
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由 Amos 提交于
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- 16 9月, 2020 4 次提交
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由 Amos 提交于
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由 Luis Fraguada 提交于
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由 Amos 提交于
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由 Amos 提交于
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- 14 9月, 2020 1 次提交
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由 Luis Fraguada 提交于
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