- 13 12月, 2019 4 次提交
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由 Mugen87 提交于
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由 Paul Henschel 提交于
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由 Paul Henschel 提交于
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由 Yomotsu 提交于
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- 12 12月, 2019 5 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 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 Mr.doob 提交于
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- 11 12月, 2019 5 次提交
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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 WestLangley 提交于
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由 Mugen87 提交于
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- 10 12月, 2019 2 次提交
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由 WestLangley 提交于
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由 Mugen87 提交于
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- 08 12月, 2019 3 次提交
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由 martinRenou 提交于
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由 WestLangley 提交于
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由 Mugen87 提交于
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- 07 12月, 2019 7 次提交
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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
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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 David Pritchard 提交于
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由 David Pritchard 提交于
- Updated MTLLoader.parse signature - Shifted MaterialCreator to an inner class MTLLoader.MaterialCreator, aligning with actual Javascript - Added MaterialCreator.crossOrigin - Corrected MaterialCreator.setCrossOrigin parameter type
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- 06 12月, 2019 2 次提交
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由 Arseny Kapoulkine 提交于
Almost all models that use occlusionTexture use texCoord 0 - the loader prints a console message for each material for such models which seems redundant / excessive. However, if other textures use texCoord that's not 0, the resulting texture will not be rendered properly. We now detect this case and issue a warning.
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由 WestLangley 提交于
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- 05 12月, 2019 7 次提交
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由 Don McCurdy 提交于
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由 WestLangley 提交于
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由 Emmett Lalish 提交于
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由 Emmett Lalish 提交于
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由 Tyler Lindberg 提交于
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由 Mugen87 提交于
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由 Mugen87 提交于
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- 04 12月, 2019 5 次提交
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由 ieskudero 提交于
This fix creates all uv channels, not only the first one
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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
- Removes GeometryUtils random point selection. - Adds MeshSurfaceSampler for incremental, weighted surface sampling. - Adds 'webgl / instancing / scatter' example with InstancedMesh. - Adds 'Flower.glb' sample for the example.
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由 Mr.doob 提交于
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