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
{ material.map.dispose(); material.map = undefined; } // do that for normalMap, specularMap and bumpMap too material.dispose(); material = undefined; }
'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.
'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 recorder is available in both Wasm and JS. Use preferred version.