profile
viewpoint

mrdoob/stats.js 6431

JavaScript Performance Monitor

mrdoob/texgen.js 1562

Procedural Texture Generator

mrdoob/glsl-sandbox 999

Online live editor for fragment shaders.

mrdoob/frame.js 679

JavaScript Animation Framework

mrdoob/htmleditor 467

Simple editor for messing around.

mrdoob/Hi-ReS-Stats 327

Performance monitor for Actionscript3 and haXe

dataarts/dat.guiVR 265

A flexible graphical user interface for changing variables within WebVR.

mrdoob/eventdispatcher.js 234

JavaScript events for custom objects

mrdoob/system.js 198

JavaScript object with the user's system information.

mrdoob/daydream-controller.js 139

WebBluetooth Daydream Controller

pull request commentmrdoob/three.js

Docs: make math expression in language.

Suggested wording improvement: https://github.com/mrdoob/three.js/issues/19054#issuecomment-610109811

linbingquan

comment created time in 6 minutes

issue commentmrdoob/three.js

[Documentation]: Question about Math.random().

My simple brain can understand that! 😁👌

linbingquan

comment created time in 8 minutes

pull request commentmrdoob/three.js

[documentation] Add a DocSearch

Does this require internet connection to work?

s-pace

comment created time in 9 minutes

pull request commentmrdoob/three.js

modularize.js class support

Because modularize.js doesn't (currently) support ES6 Classes, we can't convert examples/js to use classes.

Haven't read #11552 yet, but converting examples/js to classes sounds strange 🤔

DefinitelyMaybe

comment created time in 16 minutes

issue commentmrdoob/three.js

Texture as a Promise

If we did this we would have to change all the loaders in the lib. I think it may be easier to make an abstraction in your project.

mjurczyk

comment created time in 19 minutes

issue commentmrdoob/three.js

Fixing remaining lgtm alerts.

Seems like tern.js no longer has that issue: https://lgtm.com/projects/g/ternjs/tern/

Mugen87

comment created time in 38 minutes

pull request commentmrdoob/three.js

modularize.js class support

I'm not sure what this PR is intended to do...

DefinitelyMaybe

comment created time in 42 minutes

push eventmrdoob/three.js

Mugen87

commit sha 45802697e79447a79744048a404f7275c1f39c77

Examples: Add integer attributes demo.

view details

Mugen87

commit sha 4445f23abb1a87169dfe1a003c7d2ea54786467f

CI: Added screenshot.

view details

Mugen87

commit sha 906950bdb7d6f9dbe4aebdc701f9e5a800d2815d

Examples: Clean up.

view details

Mr.doob

commit sha 9ef99a6ba36e983474dc8eedfa3545279f16623f

Merge pull request #19024 from Mugen87/dev41 Examples: Add integer attributes demo.

view details

push time in 44 minutes

pull request commentmrdoob/three.js

Examples: Add integer attributes demo.

Thanks!

Mugen87

comment created time in 44 minutes

PR merged mrdoob/three.js

Examples: Add integer attributes demo.

Demonstrates the basic usage of WebGL 2 integer attributes.

An interesting bit is the new flat GLSL keyword. It is required for an integer varying since it ensures not to interpolate the value in the fragment shader.

+172 -0

1 comment

3 changed files

Mugen87

pr closed time in 44 minutes

Pull request review commentmrdoob/three.js

Examples: Add integer attributes demo.

+<!DOCTYPE html>+<html lang="en">+	<head>+		<title>three.js WebGL 2 - buffergeometry - integer attributes</title>+		<meta charset="utf-8">+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">+		<link type="text/css" rel="stylesheet" href="main.css">+	</head>+	<body>++		<div id="container"></div>+		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>++		<script id="vertexShader" type="x-shader/x-vertex">#version 300 es+			in int textureIndex;++			flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)+			out vec2 vUv;++			void main()	{++				vIndex = textureIndex;+				vUv = uv;++				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );++			}+		</script>++		<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es+			flat in int vIndex;+			in vec2 vUv;++			uniform sampler2D uTextures[ 3 ];++			out vec4 outColor;++			void main()	{++				if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );+				else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );+				else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );++			}+		</script>++		<script type="module">++			import * as THREE from '../build/three.module.js';++			var camera, scene, renderer, mesh;++			init();+			animate();++			function init() {++				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );+				camera.position.z = 2500;++				scene = new THREE.Scene();+				scene.background = new THREE.Color( 0x050505 );+				scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );++				// geometry++				var triangles = 10000;++				var geometry = new THREE.BufferGeometry();++				var positions = [];+				var uvs = [];+				var textureIndices = [];++				var n = 800, n2 = n / 2; // triangles spread in the cube+				var d = 50, d2 = d / 2; // individual triangle size++				for ( var i = 0; i < triangles; i ++ ) {++					// positions++					var x = Math.random() * n - n2;+					var y = Math.random() * n - n2;+					var z = Math.random() * n - n2;++					var ax = x + Math.random() * d - d2;+					var ay = y + Math.random() * d - d2;+					var az = z + Math.random() * d - d2;++					var bx = x + Math.random() * d - d2;+					var by = y + Math.random() * d - d2;+					var bz = z + Math.random() * d - d2;++					var cx = x + Math.random() * d - d2;+					var cy = y + Math.random() * d - d2;+					var cz = z + Math.random() * d - d2;++					positions.push( ax, ay, az );+					positions.push( bx, by, bz );+					positions.push( cx, cy, cz );++					// uvs++					uvs.push( 0, 0 );+					uvs.push( 0.5, 1 );+					uvs.push( 1, 0 );++					// texture indices++					var t = i % 3;+					textureIndices.push( t, t, t );++				}++				geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );

We can't use ShaderMaterial in this case since it's necessary to overwrite the default position attribute (which is vec3 but we would need ivec3). Besides, this use case does not allow to demonstrate the usage of flat since the attribute is only needed in the vertex shader.

That's fair. Okay, lets go with this for now.

Also, do we really need a separate example for each attribute type?

We could merge examples in the future.

Mugen87

comment created time in 44 minutes

issue commentmrdoob/three.js

[Documentation]: Question about Math.random().

I wouldn't think mathematicians are the target users of the library... I wouldn't know what [0, 1) means. I think it's helpful to say a value between 0 and 1, excluding 1.

linbingquan

comment created time in an hour

push eventmrdoob/three.js

Bug-Reaper

commit sha 2d3903e4dd6aafdd5c300ae0fd4a201da5c2ad3c

Fix GLTFExport Bug with MorphTarget Animations which aren't aimed at the root node being exported: Github Issue: https://github.com/mrdoob/three.js/issues/17579

view details

Bug-Reaper

commit sha 84f58219465983e42a4b970f0bbd3d06fa6aa415

Fix GLTFExport MorphTarget Bug Chose a better candidate var for determining the true target node when merging morphTarget animation tracks. Ammended comment to make more sense.

view details

Mr.doob

commit sha 8a36ba520ba903437bd848d6903d35337fa92b8f

Merge pull request #19042 from Bug-Reaper/dev Fix GLTFExport Bug with Complex MorphTarget Animations.

view details

push time in an hour

issue commentmrdoob/three.js

EXR Envmap not working on iOS

Any ideas @elalish?

krfft

comment created time in an hour

pull request commentmrdoob/three.js

Fix GLTFExport Bug with Complex MorphTarget Animations.

Thanks!

Bug-Reaper

comment created time in an hour

PR merged mrdoob/three.js

Fix GLTFExport Bug with Complex MorphTarget Animations.

Addresses a bug where GLTF Exporter is unable to merge/export morphtarget animations that aren't targeting the root object3d being exported.

Github Issue: https://github.com/mrdoob/three.js/issues/17579

+6 -2

0 comment

2 changed files

Bug-Reaper

pr closed time in an hour

push eventmrdoob/three.js

WestLangley

commit sha 09e34ae23370dae287a63992362e36d42538ebd4

Removed DeprecatedList

view details

Mr.doob

commit sha 6ae569e348e4b4c1beeca20414b19afed8161ace

Merge pull request #19062 from WestLangley/dev_deprecated_list Docs: removed DeprecatedList

view details

push time in an hour

pull request commentmrdoob/three.js

Docs: removed DeprecatedList

Thanks!

WestLangley

comment created time in an hour

PR merged mrdoob/three.js

Docs: removed DeprecatedList

...as proposed in https://github.com/mrdoob/three.js/pull/19000#issuecomment-609462471.

+8 -1232

2 comments

5 changed files

WestLangley

pr closed time in an hour

pull request commentmrdoob/three.js

Docs: removed DeprecatedList

In the docs/manual/zh/introduction/Useful-links.html, was the update meant to be in English or Chinese? When viewing the files changed on github in chrome it displayed English text.

It will need to be translated again.

WestLangley

comment created time in an hour

pull request commentmrdoob/three.js

Examples: Improve OrbitControls settings.

Thanks!

Mugen87

comment created time in 14 hours

push eventmrdoob/three.js

Mugen87

commit sha b73093656b888f349e7cfc5df527a78d9b82a9fe

Examples: Improve OrbitControls settings.

view details

Mr.doob

commit sha aec286294515e5a4f60a00e7daf05fe1558e9aaa

Merge pull request #19052 from Mugen87/dev45 Examples: Improve OrbitControls settings.

view details

push time in 14 hours

PR merged mrdoob/three.js

Examples: Improve OrbitControls settings.

See https://github.com/mrdoob/three.js/pull/18864#discussion_r391314316.

+78 -19

0 comment

34 changed files

Mugen87

pr closed time in 14 hours

issue commentmrdoob/three.js

EXR Envmap not working on iOS

Any errors in the console?

krfft

comment created time in 14 hours

push eventmrdoob/three.js

Mr.doob

commit sha c86b75a155e9277493478bc02bbc87d92638f7e4

Updated builds.

view details

push time in 15 hours

push eventmrdoob/three.js

Mugen87

commit sha c89c4e23f11bd310a018cca85c812486f4d5e00f

WebGLShadowMap: Stop support of Geometry when using morph targets.

view details

Mugen87

commit sha 1e898b3d1eba7dfb0daa3c5f542f5c65867a0a0a

WebGLShadowMap: Use converted BufferGeometry if possible.

view details

Mugen87

commit sha 84feb98a672f6d1777bc02791a1e2c0b82fa673f

WebGLShadowMap: Clean up.

view details

Mr.doob

commit sha e2364f25bdd96bac3e843ec8d9e473710ba6f51a

Merge pull request #18989 from Mugen87/dev3 WebGLShadowMap: Stop support of Geometry when using morph targets.

view details

push time in 15 hours

pull request commentmrdoob/three.js

WebGLShadowMap: Stop support of Geometry when using morph targets.

Thanks!

Mugen87

comment created time in 15 hours

PR merged mrdoob/three.js

WebGLShadowMap: Stop support of Geometry when using morph targets.

The updateMorphTargets() methods of Mesh and Points only support BufferGeometry since a while now. Hence, I think it's okay to remove some legacy code in WebGLShadowMap.

+4 -14

4 comments

1 changed file

Mugen87

pr closed time in 15 hours

Pull request review commentmrdoob/three.js

Examples: Add integer attributes demo.

+<!DOCTYPE html>+<html lang="en">+	<head>+		<title>three.js WebGL 2 - buffergeometry - integer attributes</title>+		<meta charset="utf-8">+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">+		<link type="text/css" rel="stylesheet" href="main.css">+	</head>+	<body>++		<div id="container"></div>+		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>++		<script id="vertexShader" type="x-shader/x-vertex">#version 300 es+			in int textureIndex;++			flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)+			out vec2 vUv;++			void main()	{++				vIndex = textureIndex;+				vUv = uv;++				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );++			}+		</script>++		<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es+			flat in int vIndex;+			in vec2 vUv;++			uniform sampler2D uTextures[ 3 ];++			out vec4 outColor;++			void main()	{++				if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );+				else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );+				else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );++			}+		</script>++		<script type="module">++			import * as THREE from '../build/three.module.js';++			var camera, scene, renderer, mesh;++			init();+			animate();++			function init() {++				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );+				camera.position.z = 2500;++				scene = new THREE.Scene();+				scene.background = new THREE.Color( 0x050505 );+				scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );++				// geometry++				var triangles = 10000;++				var geometry = new THREE.BufferGeometry();++				var positions = [];+				var uvs = [];+				var textureIndices = [];++				var n = 800, n2 = n / 2; // triangles spread in the cube+				var d = 50, d2 = d / 2; // individual triangle size++				for ( var i = 0; i < triangles; i ++ ) {++					// positions++					var x = Math.random() * n - n2;+					var y = Math.random() * n - n2;+					var z = Math.random() * n - n2;++					var ax = x + Math.random() * d - d2;+					var ay = y + Math.random() * d - d2;+					var az = z + Math.random() * d - d2;++					var bx = x + Math.random() * d - d2;+					var by = y + Math.random() * d - d2;+					var bz = z + Math.random() * d - d2;++					var cx = x + Math.random() * d - d2;+					var cy = y + Math.random() * d - d2;+					var cz = z + Math.random() * d - d2;++					positions.push( ax, ay, az );+					positions.push( bx, by, bz );+					positions.push( cx, cy, cz );++					// uvs++					uvs.push( 0, 0 );+					uvs.push( 0.5, 1 );+					uvs.push( 1, 0 );++					// texture indices++					var t = i % 3;+					textureIndices.push( t, t, t );++				}++				geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );

What if we simplified the example and we just created positions using integers? 🤔

Mugen87

comment created time in 15 hours

push eventmrdoob/three.js

Mugen87

commit sha e26a667459dc1b0bc2d0cfea66a044d84bd98f74

Remove JSM version of AWDLoader.

view details

Mr.doob

commit sha 0a4e7f6036d90441117c5ce4b28559186c844aab

Merge pull request #19051 from Mugen87/dev45 Remove JSM version of AWDLoader.

view details

push time in 16 hours

pull request commentmrdoob/three.js

Remove JSM version of AWDLoader.

Thanks!

Mugen87

comment created time in 16 hours

PR merged mrdoob/three.js

Remove JSM version of AWDLoader.

2f1a8043a6b8df12a5bc0a387955ccdb1ce22bc4 missed to remove the JSM version of AWDLoader.

+0 -1286

0 comment

2 changed files

Mugen87

pr closed time in 16 hours

Pull request review commentmrdoob/three.js

WebGLShadowMap: Stop support of Geometry when using morph targets.

 function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {  			var useMorphing = false; -			if ( material.morphTargets === true ) {--				if ( geometry.isBufferGeometry === true ) {--					useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;+			if ( material.morphTargets === true && geometry.isBufferGeometry === true ) {

Do we need the && geometry.isBufferGeometry === true check?

Mugen87

comment created time in 16 hours

issue closedmrdoob/three.js

WebGL.isWebGLAvailable should force context loss once it is done with the context

According to the WebGL best practices guide which was just released by Kronos:

WEBGL_lose_context.loseContext() can be used to release a WebGL context and its resources eagerly. Use this if you are finished with any contexts, such as probe contexts, or if you hit a fallback case

I'm assuming by "probe context" they mean a context that will never be visible to the user, such as the contexts created by WEBGL.isWebGLAvailable and WebGL.isWebGL2Available.

Related: #17588

closed time in 16 hours

looeee

pull request commentmrdoob/three.js

Tests: travis -> github CI

Do you want to try this again?

munrocket

comment created time in 16 hours

pull request commentmrdoob/stats.js

fix: mobile Safari's ReferenceError

Sorry for the delay... Is this still needed?

sairoutine

comment created time in 16 hours

issue commentmrdoob/three.js

WebGL.isWebGLAvailable should force context loss once it is done with the context

#17588 was reverted...

looeee

comment created time in 16 hours

pull request commentmrdoob/three.js

WebGLShadowMap: Stop support of Geometry when using morph targets.

Hmm... Oh! Is it because there is no way a Geometry can reach here because by this point we have already converted it to BufferGeometry?

Mugen87

comment created time in 16 hours

push eventmrdoob/stats.js

Mr.doob

commit sha acf246cdc12a2ddb7c5c50cb7aba4487df603d1b

Dev dependencies clean up.

view details

push time in 17 hours

issue commentmrdoob/three.js

Feature request: uniform random rotation sampling

@WestLangley We could also add random() to Euler?

	random: function () {

		this._x = Math.random() * Math.PI * 2;
		this._y = Math.random() * Math.PI * 2;
		this._z = Math.random() * Math.PI * 2;

		this._onChangeCallback();

		return this;

	}
cdalizadeh

comment created time in 18 hours

pull request commentmrdoob/three.js

'The vector', 'This vector', 'A vector'

Thanks!

EthanHermsey

comment created time in 18 hours

push eventmrdoob/three.js

EthanHermsey

commit sha 21efe0b2907e7cf41b982c7e86ff708464edc998

'The vector', 'This vector', 'A vector' - Using 'this vector' to describe the vector on which the method performs actions (self). - Using 'the vector' to describe a vector that is returned (from linear interpolation between 2 vectors). - Using 'a vector' to describe a vector in the arguments of a method, or a hypothetical vector.

view details

Mr.doob

commit sha 67e4cf0135f2d747005445b1d4e4aca48aa6fdb2

Merge branch 'dev' into vector-doc

view details

Mr.doob

commit sha 3117260a2224b17c22b054b886f5edaad65324b6

Merge pull request #19048 from EthanHermsey/vector-doc 'The vector', 'This vector', 'A vector'

view details

push time in 18 hours

PR merged mrdoob/three.js

'The vector', 'This vector', 'A vector'

Hey,

In the documentation of all vectors, the use of 'THIS vector' and 'THE vector' are used interchangeably. Maybe it's nice to use only one of them? Does the following rules seem logical? Minor things but looks neater I think.

  • Using 'this vector' to describe the vector on which the method performs actions (self).

  • Using 'the vector' to describe a vector that is returned from a function (from linear interpolating between 2 vectors).

  • Using 'a vector' to describe a vector in the arguments of a method, or a hypothetical vector.

+39 -39

0 comment

6 changed files

EthanHermsey

pr closed time in 18 hours

push eventEthanHermsey/three.js

EthanHermsey

commit sha 1530a4cb96041cf42e5d21fe000dd242a917104a

added random method to vectors Adding a method that sets the components of the vector with a random number [0-1]

view details

EthanHermsey

commit sha 21599238f2a57a88ba811d12f51d2dc33e69485c

Hard tabs and updated docs.

view details

Mugen87

commit sha 2745295de2a05f3d419b676a70bd039ffd068261

More clean up.

view details

Mugen87

commit sha f5d10bc88cc029d695adb08828ccf2e6d2d87621

Upgrade dat.gui to 0.7.7.

view details

yomboprime

commit sha 22e42abdcc3c6f753cde9b5efa77ab51557fa4ae

LDrawLoader (packLDrawModel.js) Fix LGTM error

view details

EthanHermsey

commit sha 213ab2906e802929d691970b13822175a73e3eac

Removed trailing spaces.

view details

Mr.doob

commit sha d321dfed0d21a1c4f9d339e12f4dede334a9539f

Merge pull request #19044 from Mugen87/dev45 Global: More clean up.

view details

Mr.doob

commit sha 5c18dfc03369d483f28d8c19ac3d8f3ee61fae66

Merge pull request #19046 from yomboprime/hasefroch LDrawLoader (packLDrawModel.js) Fix LGTM error

view details

WestLangley

commit sha 10125d6a72bca39bf1060970ebf7328e855e7e25

self -> scope

view details

WestLangley

commit sha aa05a29eeca32915d8e28565febe789194a04e1d

Remove animation loop

view details

Mr.doob

commit sha 35458d4c5218b7b431b050b034d1b7b4aec4161d

Merge pull request #19050 from WestLangley/dev_gcode_example GCodeLoader Example: clean up

view details

Mr.doob

commit sha 3f2b487d3fabf9a2bd97fc76c067a087b4cd3951

Merge pull request #19049 from WestLangley/dev_self_to_scope Examples: self -> scope

view details

Mr.doob

commit sha 55fcebe95614479a48f1f4f7ff873727eaa556fd

Merge pull request #19034 from EthanHermsey/dev Vector*: Added random()

view details

Mr.doob

commit sha 346528e19f47c5f71b7d9c044a4c7b22a0495001

Vector4: Reverted indent changes.

view details

Mr.doob

commit sha 69f91066827ee7efae927768d1a4ae019393640b

Updated builds.

view details

Mr.doob

commit sha 67e4cf0135f2d747005445b1d4e4aca48aa6fdb2

Merge branch 'dev' into vector-doc

view details

push time in 18 hours

push eventmrdoob/three.js

Mr.doob

commit sha 346528e19f47c5f71b7d9c044a4c7b22a0495001

Vector4: Reverted indent changes.

view details

Mr.doob

commit sha 69f91066827ee7efae927768d1a4ae019393640b

Updated builds.

view details

push time in 18 hours

push eventmrdoob/three.js

EthanHermsey

commit sha 1530a4cb96041cf42e5d21fe000dd242a917104a

added random method to vectors Adding a method that sets the components of the vector with a random number [0-1]

view details

EthanHermsey

commit sha 21599238f2a57a88ba811d12f51d2dc33e69485c

Hard tabs and updated docs.

view details

EthanHermsey

commit sha 213ab2906e802929d691970b13822175a73e3eac

Removed trailing spaces.

view details

Mr.doob

commit sha 55fcebe95614479a48f1f4f7ff873727eaa556fd

Merge pull request #19034 from EthanHermsey/dev Vector*: Added random()

view details

push time in 18 hours

pull request commentmrdoob/three.js

Vector*: Added random()

Thanks!

EthanHermsey

comment created time in 18 hours

PR merged mrdoob/three.js

Vector*: Added random()

Fixed #18996.

Adding a method that sets the components of the vector with a random number [0-1].

+80 -7

3 comments

12 changed files

EthanHermsey

pr closed time in 18 hours

issue closedmrdoob/three.js

request Vector.randomUnitVector()

Hey, I've seen this in a handful of other libraries and always wondered why it wasn't included. If you don't use random vectors, then what are you doing with you life? I use it so often I add it in almost all my projects, it looks like this;

THREE.Vector3.prototype.randomUnitVector = function(){
    this.x = Math.random() * 2 - 1;
    this.y = Math.random() * 2 - 1;
    this.z = Math.random() * 2 - 1;
    this.normalize();
    return this;
}

You would call it like this; let v = new THREE.Vector3().randomUnitVector();

The name is quite long, maybe in relations to other vector functions names like .randomize() (like normalize) or just .random() would be more logical? You could also give it an argument to set the length, but I find it more logical to call .setLength() afterwards because it wouldn't be a unit vector anymore and it's easier to read. I'm curious of what you think of it.

Kind regards, Ethan.

closed time in 18 hours

EthanHermsey

pull request commentmrdoob/three.js

Sphere: Add makeEmpty function.

@mrdoob Given we have Migration Guide and Legacy warnings, perhaps duplication in DeprecatedList is not required. Perhaps the file can be removed. It does not appear it is being properly updated, anyway.

Removing it sounds good to me.

sam6321

comment created time in 18 hours

push eventmrdoob/three.js

WestLangley

commit sha 10125d6a72bca39bf1060970ebf7328e855e7e25

self -> scope

view details

Mr.doob

commit sha 3f2b487d3fabf9a2bd97fc76c067a087b4cd3951

Merge pull request #19049 from WestLangley/dev_self_to_scope Examples: self -> scope

view details

push time in 18 hours

pull request commentmrdoob/three.js

Examples: self -> scope

Thanks!

WestLangley

comment created time in 18 hours

PR merged mrdoob/three.js

Examples: self -> scope

See https://developer.mozilla.org/en-US/docs/Web/API/Window/self.

+122 -122

0 comment

12 changed files

WestLangley

pr closed time in 18 hours

push eventmrdoob/three.js

WestLangley

commit sha aa05a29eeca32915d8e28565febe789194a04e1d

Remove animation loop

view details

Mr.doob

commit sha 35458d4c5218b7b431b050b034d1b7b4aec4161d

Merge pull request #19050 from WestLangley/dev_gcode_example GCodeLoader Example: clean up

view details

push time in 18 hours

pull request commentmrdoob/three.js

GCodeLoader Example: clean up

Thanks!

WestLangley

comment created time in 18 hours

PR merged mrdoob/three.js

GCodeLoader Example: clean up

... as suggested in https://github.com/mrdoob/three.js/pull/12897#issuecomment-352537893.

+11 -5

1 comment

1 changed file

WestLangley

pr closed time in 18 hours

pull request commentmrdoob/three.js

LDrawLoader (packLDrawModel.js) Fix LGTM error

Thanks!

yomboprime

comment created time in a day

push eventmrdoob/three.js

yomboprime

commit sha 22e42abdcc3c6f753cde9b5efa77ab51557fa4ae

LDrawLoader (packLDrawModel.js) Fix LGTM error

view details

Mr.doob

commit sha 5c18dfc03369d483f28d8c19ac3d8f3ee61fae66

Merge pull request #19046 from yomboprime/hasefroch LDrawLoader (packLDrawModel.js) Fix LGTM error

view details

push time in a day

PR merged mrdoob/three.js

LDrawLoader (packLDrawModel.js) Fix LGTM error

Fixes LGTM error.

+2 -2

0 comment

1 changed file

yomboprime

pr closed time in a day

push eventmrdoob/three.js

Mugen87

commit sha 2745295de2a05f3d419b676a70bd039ffd068261

More clean up.

view details

Mugen87

commit sha f5d10bc88cc029d695adb08828ccf2e6d2d87621

Upgrade dat.gui to 0.7.7.

view details

Mr.doob

commit sha d321dfed0d21a1c4f9d339e12f4dede334a9539f

Merge pull request #19044 from Mugen87/dev45 Global: More clean up.

view details

push time in a day

pull request commentmrdoob/three.js

Global: More clean up.

Thanks!

Mugen87

comment created time in a day

PR merged mrdoob/three.js

Global: More clean up.

Missed these in #19036.

+5 -4

0 comment

3 changed files

Mugen87

pr closed time in a day

pull request commentmrdoob/three.js

content folder

I try not to open my OS's file system and just browse via vscode which as you can imagine, blows up anytime I open node_modules or the examples folder.

Sounds like an vscode issue then? 🤔

DefinitelyMaybe

comment created time in a day

push eventmrdoob/three.js

Mr.doob

commit sha 69b3d2a6989f26bb391d971c28d69609b6f7416c

Updated builds.

view details

push time in 2 days

push eventmrdoob/three.js

samfoster

commit sha c0a69a1f79a0b32fcfb69fe6649b933d767be579

Add makeEmpty function to Sphere

view details

samfoster

commit sha c1ff1f10541cd6eef9c4ffa3b5188c5a8732cdf8

Added makeEmpty tests

view details

samfoster

commit sha 7548e1c4a1b52a71adc04a7daed76a8ef81d90c7

Added new empty concept to sphere with a negative radius. Modified containment / intersection functions to honor isEmpty and return false in this case

view details

samfoster

commit sha e222f9a2140475fd8adc50657ccf048830a142f9

Only default radius to -1, makeEmpty, and sphere that returns isEmpty will also produce an empty box3

view details

Mr.doob

commit sha de8ad1e346a6527df8a58097898a2d7b57e5278f

Merge pull request #19000 from sam6321/sphere-make-empty Sphere: Add makeEmpty function.

view details

push time in 2 days

pull request commentmrdoob/three.js

Sphere: Add makeEmpty function.

Thanks!

sam6321

comment created time in 2 days

PR merged mrdoob/three.js

Sphere: Add makeEmpty function.

Adds a makeEmpty() function for Sphere to allow clearing of bounding volumes in the same way as Box.makeEmpty().

Technically, setting the centre of the sphere to 0, 0, 0 is not required for Sphere.empty() to return true, but I felt as though fully re-initialising the sphere to its default state was the right way to go to keep it consistent with Box3.makeEmpty()

+92 -17

13 comments

6 changed files

sam6321

pr closed time in 2 days

issue commentmrdoob/three.js

Font Loader does not work properly under vue-cli(webpack 4)

Isn't this an issue with vue-cli instead?

MosasoM

comment created time in 2 days

pull request commentmrdoob/three.js

Examples: Refactor webgl_multiple_elements.

Thanks!

Mugen87

comment created time in 2 days

push eventmrdoob/three.js

Mugen87

commit sha 6d3f768e5132f28a80c6e790127a96b1f4c2d743

Examples: Refactor webgl_multiple_elements.

view details

Mr.doob

commit sha c3e1cd22756bbc47d2eb8a5a4a218c7a1dadccd7

Merge pull request #19035 from Mugen87/dev48 Examples: Refactor webgl_multiple_elements.

view details

push time in 2 days

PR merged mrdoob/three.js

Examples: Refactor webgl_multiple_elements.

This PR slightly changes webgl_multiple_elements in order to avoid the usage of innerHTML in order to build the DOM.

+14 -15

1 comment

1 changed file

Mugen87

pr closed time in 2 days

pull request commentmrdoob/three.js

Global: Clean up.

Thanks!

Mugen87

comment created time in 2 days

push eventmrdoob/three.js

Mugen87

commit sha aeb7309ff369774514f5f4b20ffe8a83f2cc6600

Global: Clean up.

view details

Mr.doob

commit sha ea9b4a9cc2723918fa1d27afff6d25ff6f34b10e

Merge pull request #19036 from Mugen87/dev45 Global: Clean up.

view details

push time in 2 days

PR merged mrdoob/three.js

Global: Clean up.

More lgtm fixes.

+24 -28

0 comment

11 changed files

Mugen87

pr closed time in 2 days

issue commentmrdoob/three.js

WebGLRenderer: WebGL fallback from WebGL2 does not honor context attributes

This is messy... Maybe it's time to start supporting WebGL2 by default?

WestLangley

comment created time in 2 days

pull request commentmrdoob/three.js

content folder

I think this is a great idea. It's a pain to scroll through hundreds of files every time I open the examples folder.

As far as I can see, this PR moves the pain to opening the examples/content folder... What OS do you use? Your file manager doesn't have a file search in folder?

my guess for the resistance would be people's link's to various examples scattered around the internet. who knows how many.

Yep...

Honestly, I wouldn't spent time on this. I don't think this is a problem.

DefinitelyMaybe

comment created time in 2 days

pull request commentmrdoob/three.js

Fix materialIndexLine debug printing in OBJLoader2Parser

Thanks!

kaisalmen

comment created time in 2 days

issue commentmrdoob/three.js

Distortion of PointsMaterial in combination with OrthographicCamera in high aspect ratio Viewports

Yes.. Glad to see I'm consistent.. 😁

smoes

comment created time in 3 days

issue commentmrdoob/three.js

Distortion of PointsMaterial in combination with OrthographicCamera in high aspect ratio Viewports

Firefox is kind enough to warn that something is amiss.

Hmm, maybe we could be kind too... 🤔

smoes

comment created time in 3 days

issue commentmrdoob/three.js

Docs: Facilitate indexing of the docs by certain search engines

@mrdoob If you would be open to a PR, I would be willing to go through and add a <title> to each html file

Sure! As long as you are willing to continue updating all the relevant files for the rest of your life 😁

More seriously, this is an issue with DuckDuckGo's crawler.

finnbear

comment created time in 3 days

pull request commentmrdoob/three.js

Examples: Clean up.

Thanks!

Mugen87

comment created time in 3 days

push eventmrdoob/three.js

Mugen87

commit sha e9ad75083ab98aa5f22a60d5d21c1be0588a3005

Examples: Clean up.

view details

Mr.doob

commit sha dcd1305b91b0fbab366bcfb3cffb72dce191fc07

Merge pull request #19033 from Mugen87/dev48 Examples: Clean up.

view details

push time in 3 days

PR merged mrdoob/three.js

Examples: Clean up.

Fixed some lgtm errors and style issues.

+130 -103

0 comment

5 changed files

Mugen87

pr closed time in 3 days

push eventmrdoob/three.js

Mr.doob

commit sha 43a05c3eb47a9c341e6646fd98cbe5ee37a45362

Updated builds.

view details

push time in 3 days

push eventmrdoob/three.js

Mr.doob

commit sha 6be8bd5843c768962b738f16441c8db00f68d774

Upgraded dev dependencies.

view details

push time in 3 days

push eventmrdoob/three.js

Mr.doob

commit sha 911f98654901b30285a51874e0aeb4c9eea55cf2

Fixed some package-lock.json vulnerabilities :|

view details

push time in 3 days

pull request commentmrdoob/three.js

Docs: Fix type in MeshPhysicalMaterial.

Thanks!

Mugen87

comment created time in 3 days

push eventmrdoob/three.js

Mugen87

commit sha 1e17676c9c33343b6ca474199d32fc38be86410d

Docs: Fix type in MeshPhysicalMaterial.

view details

Mr.doob

commit sha 58786ebd345ac769c364e2f6a49c936150049896

Merge pull request #19032 from Mugen87/dev48 Docs: Fix type in MeshPhysicalMaterial.

view details

push time in 3 days

PR merged mrdoob/three.js

Docs: Fix type in MeshPhysicalMaterial.

see https://github.com/mrdoob/three.js/issues/18680#issuecomment-608988575

+2 -2

0 comment

2 changed files

Mugen87

pr closed time in 3 days

push eventmrdoob/three.js

Mr.doob

commit sha 4744272880507b09a0e57da31c2ca0b6e842a800

WebGLRenderer: Clean up.

view details

Mr.doob

commit sha 3c13d929f8d9a02c89f010a487e73ff0e57437c4

Updated builds.

view details

push time in 3 days

push eventmrdoob/three.js

Olli Etuaho

commit sha 677e44e00cc37cce22d7b2cbe03db296d03666d5

Update materialProperties.environment even if program doesn't change The environment map can be switched to a different image while still using the exact same shader. It's important to update materialProperties.environment in this case so that unnecessary calls to initMaterial can be avoided. Prior to this fix FPS could be halved after changing scene.environment.

view details

Mr.doob

commit sha 9be3b98ffc679ad4e272ba57c18a9de425c315cc

Merge pull request #19027 from higharc/fix-initmaterial-repeat Update materialProperties.environment even if program doesn't change

view details

push time in 3 days

pull request commentmrdoob/three.js

Update materialProperties.environment even if program doesn't change

Thanks!

Oletus

comment created time in 3 days

PR merged mrdoob/three.js

Update materialProperties.environment even if program doesn't change

The environment map can be switched to a different image while still using the exact same shader. It's important to update materialProperties.environment in this case so that unnecessary calls to initMaterial can be avoided. Prior to this fix FPS could be halved after changing scene.environment to a different texture of the same type.

+2 -1

3 comments

1 changed file

Oletus

pr closed time in 3 days

issue commentmrdoob/three.js

Docs: Facilitate indexing of the docs by certain search engines

So their crawler doesn't support javascript?

finnbear

comment created time in 3 days

IssuesEvent

issue commentmrdoob/three.js

Distortion of PointsMaterial in combination with OrthographicCamera in high aspect ratio Viewports

I can reproduce in MacOS 10.15.3.

In Chrome 80.0.3987.149 I get this:

Screen Shot 2020-04-04 at 9 14 41 AM

In Safari 13.0.5 I get this:

Screen Shot 2020-04-04 at 9 14 50 AM

smoes

comment created time in 3 days

issue commentmrdoob/three.js

Rendering issue with normals and DoubleSided materials on some Adreno GPU series

Temporary solution:

BufferGeometryUtils.computeTangents(el.geometry)
el.material.vertexTangents = true

That may not be temporary...

ignazkevenaar

comment created time in 3 days

pull request commentmrdoob/three.js

Examples: Add 'import' section.

Oh, I think I got confused. I thought the unmodularize script was to replace the modularize script so we could switch to update examples/jsm directly 🤔

donmccurdy

comment created time in 3 days

pull request commentmrdoob/three.js

Update materialProperties.environment even if program doesn't change

What @Mugen87 said.

Oletus

comment created time in 3 days

issue commentmrdoob/three.js

Loaders

Not aware of anyone willing to contribute it and maintain it...

mrdoob

comment created time in 3 days

more