Tips for development with frameworks + WebGL libs: 1. Import three.js plugins in webpack. 2. Handle Canvas and Renderer as a WebApp view. 3. Remove Canvas and GL context appropriately. 4. Assets compressing. Agenda
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
import * as THREE from 'three'; THREE.OrbitControls = require( 'imports-loader?THREE! exports-loader?THREE.OrbitControls!../node_modules/ three/examples/js/controls/OrbitControls.js' ); // snip const controls = new THREE.OrbitControls( camera );
<br/>import * as THREE from 'three';<br/>export default {<br/>name: 'view-3d',<br/>data () {<br/>return {<br/>width: 200,<br/>height: 200<br/>mount a canvas element<br/>
function disposeMaterial( material ) { if ( !! material.map ) { material.map.dispose(); material.map = undefined; } // do that for normalMap, specularMap and bumpMap too material.dispose(); material = undefined; }
const DRACO_PATH = './libs/'; const DRACO_TYPE = !! window.WebAssembly ? 'wasm' : 'js'; const dracoLoader = new THREE.DRACOLoader( DRACO_PATH, { type: DRACO_TYPE } ); dracoLoader.load( './model/rameses.drc', ( geometry ) => { const material = new THREE.MeshStandardMaterial( { map: texture } ); const mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); The decoder will be loaded from external file. You need set the path to it.