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Editor: Add PCDLoader. (#24106)

Created at 14 hours ago
issue comment
Editor: Add PCDLoader.

Thanks!

Created at 14 hours ago
pull request closed
Editor: Add PCDLoader.

Related issue: -

Description

The editor can now load PCD assets which makes it easier to debug PCD files. The PR also ensures the number of vertices is now correctly displayed for point clouds in the info section.

To make this change work, it was necessary to remove the file name extraction from PCDLoader.parse() which requires an URL. Since this kind of logic is unusual for a loader, it's better to remove it in any event.

Created at 14 hours ago
issue comment
Error with webgpu examples

I can try to make a PR?

👍

Created at 14 hours ago
issue comment
Error with webgpu examples

https://github.com/mrdoob/three.js/commit/0df8940d046643bbb3859a9beca491356d95af8e 🤞

Created at 16 hours ago

Puppeteer: Added missing webgpu examples to exception list.

Created at 16 hours ago

Examples: Removed WebGPU origin trial.

Created at 16 hours ago
issue comment
Error with webgpu examples

I don't think there's a way of using the latest Chrome Canary in Puppeteer so until the WebGPU API stabilizes it won't be able to work I think.

Created at 16 hours ago
issue comment
Error with webgpu examples

Cherry-picked into gh-pages: https://github.com/mrdoob/three.js/commit/f2c5357b092c954ec14759753a15fcb6e6eb9693

Created at 19 hours ago

WebGPU.js: Added GPUShaderStage polyfill.

Created at 19 hours ago
closed issue
Error with webgpu examples

Describe the bug

webgpu examples are not loading on page

To Reproduce

Steps to reproduce the behavior:

  1. Go to threejs.org/examples/?q=webgpu
  2. Choose any example
  3. See console

A clear and concise description of what you expected to happen. Console report error : Uncaught ReferenceError: GPUShaderStage is not defined at WebGPUNodeBuilder.js:21:12 image

Platform:

-Desktop

  • OS: Windows
  • Browser: Chrome, Firefox
Created at 19 hours ago
issue comment
Error with webgpu examples

This should solve it: https://github.com/mrdoob/three.js/commit/235e6c354f175f6a5aecc4db0341cc7056a3102a

Created at 19 hours ago

WebGPU.js: Added GPUShaderStage polyfill.

Created at 19 hours ago
issue comment
Error with webgpu examples

I've just removed the original trial meta tags locally and the problem is still there. Looking into this...

Created at 19 hours ago
issue comment
Error with webgpu examples

I think the problem is that we're using Chrome's origin trial which, realistically, is not useful.

Created at 19 hours ago

Updated examples builds.

Created at 22 hours ago

Examples: Switch to this.is* = true. (#24092)

  • Exampels: Switch to this.is* = true.

  • Examples: Clean up.

Created at 22 hours ago
issue comment
Examples: Switch to this.is* = true.

Thanks!

Created at 22 hours ago
pull request closed
Examples: Switch to this.is* = true.

Related issue: #24047

Description

Applies the pattern of #24047 to the examples.

Created at 22 hours ago

Docs: Update "How to run things locally" (#24097)

  • Recommend a local server, don't present it as second option

Current wording offers two options and suggests we'll explain both, but then only explains the second. As discussed in #15334 we should not encourage users to change their browser's security settings.

  • Clean up
Created at 22 hours ago
issue comment
Docs: Update "How to run things locally"

Thanks!

Created at 22 hours ago
pull request closed
Docs: Update "How to run things locally"

Current wording offers two options (change browser settings, or use local server) and suggests we'll explain both, but then only explains the second. As discussed in #15334 we should not encourage users to change their browser's security settings. This PR simplifies the wording to present a local server as the default option.

Preview:

  • https://raw.githack.com/mrdoob/three.js/donmccurdy-local-server-not-settings/docs/index.html#manual/en/introduction/How-to-run-things-locally
Created at 22 hours ago

Updated builds.

Created at 3 days ago

DepthTexture: change default type to UnsignedIntType when format is DepthFormat (#24019)

Created at 3 days ago
issue comment
DepthTexture: change default type to UnsignedIntType

Thanks!

Created at 3 days ago
pull request closed
DepthTexture: change default type to UnsignedIntType

Description

I noticed depth precision issues (horizontal banding + z-fighting) when rendering my project with post-processing (using WebGLRenderTargets) starting at very short distances (10 - 15 meters, where 1 unit = 1 meter), and those issues did not happen when rendering the same scene directly to canvas !

So I investigated, and it turns out setting a DepthTexture with the UnsignedIntType type into renderTarget.depthTexture fixed my issues. Precision issues only appear at much greater distances now (as expected) and exactly where they start appearing when rendering directly to canvas.

About this PR

So I changed the default to UnsignedIntType because I believe defaults should give best results out of the box, but I don't know what I'm doing, I didn't test anything beyond my project, and I don't know the implications of this change ⚠️ (also updated the docs + bits of code that seemed relevant)

This example: https://threejs.org/examples/webgl_depth_texture.html helped me to visualize different types, just zoom out until the meshes are barely visible and you should notice banding with UnsignedShortType.

Created at 3 days ago

Updated builds.

Updated examples builds.

Created at 3 days ago

WebGLRenderer: Listen to webglcontextcreationerror event. (#24091)

Created at 3 days ago
delete branch
mrdoob delete branch webglcontextcreationerror
Created at 3 days ago
pull request closed
WebGLRenderer: Listen to webglcontextcreationerror event

Description

Just learnt about this event and I thought we should probably listen to it.

Created at 3 days ago