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BatchedMesh: Refactor error handling. #29591
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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* GTAONode: Fix AO with WebGL backend. * E2E: Update screenshot. * DenoiseNode: Use `getViewPosition()` from core. * DenoiseNode: Clean up.
* improve outline example * rev
…rt maps definitions location.
Co-authored-by: aardgoose <[email protected]>
* Addons: Add `SSRNode`. * E2E: Update screenshot. * SSRNode: Clean up. * SSRNode: Honor material in `dispose()`.
…rdoob#29598) * Improve names, replaced some `save` to `reset` * Update SSRNode.js
I was wondering if the error message shouldn't be factorize in function ? Like :
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* PostProcessingUtils: Add `getScreenPosition()`. * renamed types: `matrix4` -> `mat4` ---------
I think this is okay to do - it should simplify some of the functions |
…mrdoob#29606) * added hashBlur * improve `webgpu_backdrop_area` example * loop: fix generate const in `start` and `end` * Update webgpu_backdrop_area.jpg
* add min/max constraints to TransformControls * update TransformControls documentation
* Eslint: Add `no-irregular-whitespace` rule * clean up
* `hashBlur` - added default `uv` * improve light intensity
…ob#29594) * Introducing an indirectStorageBuffer for drawIndirect * Update NodeStorageBuffer.js fixed lint issue * Update StorageBufferNode.js fixed lint issue * Update IndirectStorageBufferAttribute.js fixed lint issue * Update StorageBufferNode.js fixed lint issues * Update StorageBufferNode.js fixed lint issues * Update StorageBufferNode.js fixed lint issues * Update StorageBufferNode.js fixed lint issue * PR update * Update StorageBuffer.js * Update Bindings.js * Update Bindings.js * Update StorageBufferNode.js * rev * cleanup --------- Co-authored-by: Attila Schroeder <[email protected]> Co-authored-by: sunag <[email protected]>
* Addons: Remove `CinematicCamera`. * E2E: Remove screenshot.
* LDrawLoader: Add WebGPU support. * LDrawLoader: Improve error handling. * LDrawLoader: Clean up. * Update Addons.js
Do you mind rebasing the PR? |
* Docs:Manual lights.html typo * Docs:Manual lights.html code snippet intensity default 5
* NodeMaterial: Add support for `alphaHash`. * Clean up. * E2E: Update exception list. * Examples: Clean up. * NodeMaterial: Fix alpha hash check.
…ng usage (mrdoob#29729) * support for post-rendering use * cleanup * Update Textures.js * improve rectangle parameter values and types * cleanup
* TSL: Add function for computing BPCEMs. * E2E: Add example to exception list. * added on resize ---------
Remove outdated link.
Fix typo.
* WebGPURenderer: Handle Device Lost Event * small typo * feedbacks * fix * not need to bind
Update revision.
…rdoob#29769) * Add mipmap copy support * unbind buffers * working function implementation * Support signature deprecation * update docs * Infer the mipmap sizes of the src texture * Update WebGLRenderer.js Update deprecation comment. --------- Co-authored-by: Michael Herzog <[email protected]>
* Materials: Revert static types of builtins materials * git checkout materials too destructive * git checkout materials too destructive * adapt StandardNodeLibrary * git checkout materials too destructive
…io64/three.js into fix-batchedmesh-silent-error
closed in favor of : #29790 |
Fixed #29379
Description
Replace "silent error handling" by throwing clear error message to help the devs to find errors early when using BatchedMesh.