Mark Kellogg
Mark Kellogg
Great, glad that worked for you!
Yeah the origin of the scene, at least for all transformations will be always be at
I've been thinking about the best way to accomplish something like this and I think I'm going to add a feature where you can specify an arbitrary number of clipping...
Not quite. The actual depth value for a splat is calculated at this line: https://github.com/mkkellogg/GaussianSplats3D/blob/2d80511077fcb83ec5cb6da7336dc38e55d4a14b/src/splatmesh/SplatMaterial.js#L166 And `ndcCenter.z` is the actual depth that would be rendered to the depth buffer if...
You can use `Viewer.removeSplatScene()` , which returns a promise, to remove a splat scene and when that call completes you can load a different splat scene using `Viewer.addSplatScene()`
Well most likely you're still rendering while the scene removal or scene addition is in process. If you post your code I can help fix it, but you need to...
I will try to add a `removeSplatScenes()` function to the next release to remove multiple splat scenes at once.
Well `Viewer.addSplatScene()` actually works by removing all of the scenes, clearing out all of the viewer's resources, and then adding the scenes you want to keep back in. That's why...
Well during the call to `removeSplatScene()`, you need to make not to call the `render()` function of whatever three.js renderer you are using. Here's an example of how it might...
Would you both be able to post your full source code for me to debug? @lucylucy27 The code you posted is incomplete and cannot be run.