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Three.js r182 released 📈
41 条评论

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

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

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

christmas came early common threejs W

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

Next year 🔥

👍🔥

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

amazing

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? 🛠️

wait, this is three.js?

Another release… my GitHub is crying happy tears 😎💥

I'll come for uh

💕

RectAreaLight looking fire

cool

Cool

Wow !!! 🤯

Updating 🫶🏽

Congratulations!

Love it

How is this possible 🔥

webgl gang eating this drop fr

🤤🤤🤤

Delicious

🔥🔥

Wow so much to learn. This is superb 🔥

Looks awesome!!!

Noice

Nice, I miss making 3D stuff.

Man absolutely stunning work! Thanks a lot!

..182?

Amazing work! 🔥🔥🔥

🔥🔥🔥

Love fr

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

What part exactly?

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.

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

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?

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