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Three.js r182 released 📈

319,662 次观看 • 10 个月前 •via X (Twitter)

41 条评论

Three.js 的头像
Three.js10 个月前

GLTF model selector Modernized Shadow Maps Fixed iridescence energy conservation Improved RectAreaLight example Fixed WebGPU compute water SVGRenderer near/far plane clipping WebGPU Radial Blur

Bruno Simon 的头像
Bruno Simon10 个月前

Didn't know we can have the tweaks like this with the Inspector. I might change all my tweaks to it now.

Tezumie 的头像
Tezumie10 个月前

Awesome! Added the new examples to codevre browser code editor 😀 great work! find them and run the code right in your browser here->

AA 的头像
AA10 个月前

christmas came early common threejs W

Ant A. 🇺🇸 的头像
Ant A. 🇺🇸10 个月前

When will AAA games be made through AGI and Three.js single-shot?

Three.js 的头像
Three.js10 个月前

Next year 🔥

Ant A. 🇺🇸 的头像
Ant A. 🇺🇸10 个月前

👍🔥

Anderson Mancini 的头像
Anderson Mancini10 个月前

Amazing ahaha. Thank you so so much! You guys rock. Congratulations!

SALVADOR ESPEJO 的头像
SALVADOR ESPEJO10 个月前

amazing

carlosasd 的头像
carlosasd9 个月前

Working on Matrix Architect 🧬: A procedural engine for real-time anatomical rigging and geometry synthesis. Recursive Bone Traversal for dynamic scaling. Modular Architecture for instant .GLB export. Built with @threejs. What do you think? 🛠️

Kevin Brace 的头像
Kevin Brace10 个月前

wait, this is three.js?

Simon 🎮 的头像
Simon 🎮10 个月前

Another release… my GitHub is crying happy tears 😎💥

Arpit 的头像
Arpit10 个月前

I'll come for uh

knOOgle 的头像
knOOgle10 个月前

💕

10000hrsbro 的头像
10000hrsbro10 个月前

RectAreaLight looking fire

Dr.Q 的头像
Dr.Q10 个月前

cool

ℕ𝕒𝕜𝕒ℂ𝕙𝕚𝕤𝕖𝕚 👁️ 的头像
ℕ𝕒𝕜𝕒ℂ𝕙𝕚𝕤𝕖𝕚 👁️10 个月前

Cool

Rekt404 的头像
Rekt40410 个月前

Wow !!! 🤯

無限 💀 acc/acc 的头像
無限 💀 acc/acc10 个月前

Updating 🫶🏽

kim kulling 的头像
kim kulling10 个月前

Congratulations!

Createlex 的头像
Createlex10 个月前

Love it

President Piplup 的头像
President Piplup10 个月前

How is this possible 🔥

fatih 的头像
fatih10 个月前

webgl gang eating this drop fr

Waldo 的头像
Waldo10 个月前

🤤🤤🤤

Evo 的头像
Evo10 个月前

Delicious

Robert Gillen 的头像
Robert Gillen10 个月前

🔥🔥

Emmanuel 的头像
Emmanuel10 个月前

Wow so much to learn. This is superb 🔥

Guy Bary 的头像
Guy Bary10 个月前

Looks awesome!!!

Kaizenus Imperium 的头像
Kaizenus Imperium10 个月前

Noice

Chris Lane Jones 的头像
Chris Lane Jones10 个月前

Nice, I miss making 3D stuff.

Logan 的头像
Logan10 个月前

Man absolutely stunning work! Thanks a lot!

Alois Vaclav 的头像
Alois Vaclav10 个月前

..182?

Nick Selvaggio 的头像
Nick Selvaggio10 个月前

Amazing work! 🔥🔥🔥

Ademola 的头像
Ademola10 个月前

🔥🔥🔥

Sigh 的头像
Sigh10 个月前

Love fr

Palash Bansal 的头像
Palash Bansal10 个月前

Is the WebGLOutput thing opt in? or it has to be used?

Three.js 的头像
Three.js10 个月前

What part exactly?

Palash Bansal 的头像
Palash Bansal10 个月前

Was just reading through "output" related changes in WebGLRenderer - and is there a guide or post listing these changes and what need to be done for other old custom post-processing systems etc.

Three.js 的头像
Three.js10 个月前

Old custom post processing systems should continue working. Did anything break?

Palash Bansal 的头像
Palash Bansal10 个月前

Haven't tested, but from going through it looks like setEffects and all will not work without significant changes. I am like several versions away, so wouldn't know atm. Sorry, but couldn't it have been done from outside the Renderer like a new EffectComposer or something, instead of changing the core API? There are like 4-5 different (and kind of identical) post processing systems being used in the wild now and everyone including AI gets confused which is being used. Also from terminology, is an "effect" here a pass or a part of a pass?

Three.js 的头像
Three.js10 个月前

As long as you don't set outputBufferType to other than UnsignedByteType in the renderer constructor, everything should continue working as before.

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