README.md
Package detail
@needle-tools/gltf-progressive
three.js support for loading glTF or GLB files that contain progressive loading data
readme
changelog
Changelog
All notable changes to this package will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
[2.1.4] - 2025-04-13
- Fix: Don't minify internal exports (e.g. class names of three.js)
[2.1.3] - 2025-03-19
- Fix: DracoLoader cache busting due to range request
[2.1.2] - 2025-03-10
- Chore: Update examples
[2.1.1] - 2025-02-20
- Fix: Handle failed progressive texture loading due to e.g. offline or missing files
- Fix: Regression causing custom KTX2Transcoder location not working for e.g. offline usage
[2.1.0] - 2025-02-13
- Bump version
[2.1.0-alpha.6] - 2025-02-12
- Fix:
?debugprogressive
now also switches texture LODs
[2.1.0-alpha.5] - 2025-01-30
- Add: initial support for Orthographic cameras
[2.1.0-alpha.4] - 2025-01-29
- Fix: LOD not loading if the max texture resolution is too small
[2.1.0-alpha.3] - 2025-01-21
- Change: Load Draco and KTX loaders as soon as possible
- Fix: Make
GET
request to draco endpoint with 1 byte range instead of HEAD request. The HEAD request did return the whole draco loader.
[2.1.0-alpha.2] - 2025-01-17
- Add: expose methods in globalThis/window at
Needle.gltfProgressive
[2.1.0-alpha.1] - 2025-01-15
- Fix: issue where
getMeshLOD
for multi-material meshes would not return the correct index if called multiple times at the same time
[2.1.0-alpha] - 2025-01-14
- Bump three types to r169
[2.0.0-alpha.3] - 2025-01-02
- Change: Load higher texture resolution by default
[2.0.0-alpha.1] - 2024-12-09
- Add:
Accept
header options for Needle Cloud requests
[1.2.15] - 2024-10-21
- Fix: internal window parameter access causing issue with SSR
[1.2.13] - 2024-10-06
- Update README
[1.2.12] - 2024-09-23
- Add:
assignTextureLOD
now also accepts mesh as parameter - Change: improved
assignTextureLOD
typing
[1.2.11] - 2024-09-11
- Fix: draco and KTX decoder path handling when gstatic can not be reached and user set path
[1.2.10] - 2024-09-10
- Fix: loading and assigning texture LOD for ShaderMaterial and RawShaderMaterial
[1.2.9] - 2024-07-29
- Fix: server side rendering fixes
[1.2.8] - 2023-07-19
- Add: repository url
[1.2.7] - 2023-07-18
- Fix: include
type: module
[1.2.5] - 2023-07-16
- Remove: Frustum cull check because we're already operating on the latest renderlist
[1.2.5-beta] - 2023-07-09
- Change: Update skinned mesh bounding box every 30 frames using the lowres mesh version
[1.2.4-beta.1] - 2023-07-09
- Add: LODsManager
manual
property which can be used to manually update the LODs in the scene by callingLODsManager.update(scene, camera)
- Fix: updating LODs in WebXR
[1.2.4-beta] - 2023-07-05
- Change:
createLoaders
now returns created loaders and decoders to be re-used
[1.2.3-beta] - 2023-07-04
- Add: support for transmissive objects
[1.2.3-alpha.3] - 2023-07-01
- Add: prevent loading highres textures when user has enabled data-save mode
[1.2.3-alpha.2] - 2023-06-27
- Fix: error caused by parser associations containing
undefined
value
[1.2.3-alpha.1] - 2023-06-25
- Internal: rename
setRaycastMesh
toregisterRaycastMesh
[1.2.3-alpha] - 2023-06-24
- Change: automatically change LOD update interval based on framerate
[1.2.2-alpha.4] - 2023-06-20
- Add: Register version in global "GLTF_PROGRESSIVE_VERSION" variable
- Add:
<model-viewer>
elements added document at any time are now properly registered - Fix: LOD updates for multiple
<model-viewer>
elements - Fix: Initial render tick for a few frames for
<model-viewer>
to trigger LOD updates when the model-viewer element is not animated or interacted with - Change:
<model-viewer>
elements will fetch a slightly higher texture LOD
[1.2.1-alpha.4] - 2023-06-19
- Fix: SkinnedMesh bounds calculation
[1.2.1-alpha.3] - 2023-06-15
- update the README
[1.2.1-alpha.2] - 2023-06-15
- fix: Ortographic camera causing LODs being falsely updated
- fix: regression introduced in 1.2.1-alpha
- fix: error when trying to load a LOD glTF directly
- fix: issues caused by instanceof in local development environments
[1.2.0-alpha.9] - 2023-06-13
- fix: issue where skinned mesh matrix was falsely applied to calculate screen size
- fix: use bounding box from SkinnedMesh object
[1.2.0-alpha.6] - 2023-06-12
- fix: minor bug where opened glTF has
NEEDLE_progressive
extension but no lods array because the glTF is a LOD variant
[1.2.0-alpha.5] - 2023-06-10
- fix: safeguard when
registerMesh
orregisterTexture
are being called with invalid data - examples: update vanilla threejs example
[1.2.0-alpha.4] - 2023-06-07
add:
useRaycastMeshes
method:// call to enable raycasting with low poly raycast meshes // this can be done once in your project useRaycastMeshes(true); // then use the raycaster as usual const raycaster = new Raycaster(); raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(scene.children, true); // call to disable raycasting with low polwy meshes useRaycastMeshes(false);
[1.2.0-alpha.3] - 2023-06-06
- add: automatically load the highest LOD first to show a slightly better quality level as soon as possible
- fix: improve Texture LOD selection by taking LOD level height into account
- fix: correctly assign LOD level information to initially loaded texture
[1.1.0-alpha.2] - 2023-06-05
- fix: register LOD information for meshes that don't have associations
[1.1.0-alpha] - 2023-06-03
- add: loading of multiple texture LOD levels
- fix: issue where material LODs where not updated when the material was cloned
- change: clamp screen coverage when near plane intersects with the object bounds
- change: skip CubeCamera setup
- change: handle cases where an object has only texture LODs
[1.0.0-alpha.19] - 2023-05-31
- add
LODsManager.plugins
getter
[1.0.0-alpha.18] - 2023-05-30
- update README
[1.0.0-alpha.16] - 2023-05-29
- fix: LODs manager now clamps to LOD 0 if the near plane is inside the bounds
- change: Ignore certain material in lods update loop
[1.0.0-alpha.15] - 2023-05-25
- add:
getRaycastMesh
method - add: LODsManager does now expose
targetTriangleDensity
. The target triangle density is the desired max amount of triangles on screen when the mesh is filling the screen. - change: create LODsManager via
LODsManager.get(renderer)
[1.0.0-alpha.13] - 2023-05-24
- fix: modelviewer error when trying to access undefined texture extensions
[1.0.0-alpha.13] - 2023-05-24
- add: vanilla three.js example
- fix: texture LODs losing filter setting
[1.0.0-alpha.12] - 2023-05-19
- fix: update LODs when using postprocessing
[1.0.0-alpha.11] - 2023-05-17
- add: expose
setDracoDecoderLocation
andsetKTX2TranscoderLocation
- fix: allow using draco decoder and ktx2 transcoder from local filepath
[1.0.0-alpha.10] - 2023-05-07
- fix: progressive assets are now only updated during the main canvas render call and not e.g. when rendering to a texture
[1.0.0-alpha.9] - 2023-05-03
- fix: handle loading of ShaderMaterial for VRM progressive textures
[1.0.0-alpha.8] - 2023-05-03
- fix: handle transparent materials
[1.0.0-alpha.7] - 2023-05-01
- fix: Handle modelviewer
src
set as property but not as attribute - change: Remove sourcemap
[1.0.0-alpha.6] - 2023-05-01
- fix: LOD mesh assignment for multi-material meshes (meshes with multiple primitives)
[1.0.0-alpha.5] - 2023-04-30
- initial version