Mark Kellogg
Mark Kellogg
@Linkersem The reason you're seeing the error is you're making 2 simultaneous calls to `Viewer.removeSplatScene()`. You need to wait until the call for that function finishes for one scene before...
I actually added a function `removeSplatScenes` for multiple concurrent deletions :) It takes an array of indexes corresponding to scenes you want to remove. I also fixed the `DropInViewer` bug...
Try this: ``` if(count == 1000){ renderPause = true; var list = [0,1]; viewer.removeSplatScenes(list).then(() => { renderPause = false; }); } ``` Instead of what you have now, which is:...
So the problem is that you're trying to use this viewer in ways I never planned on it being used 😄 It's not well set up for rapid scene removal...
Wow I just realized I never responded to this one... did you get this sorted out?
Unfortunately the only correct way to load a large number of scenes like you are attempting to do is to use the `addSplatScenes()` function. Using an iterative manner with `addSplatScene()`...
Mainly for simplicity's sake :) The code to render the third band will be the most complex out of all of them. I do tentatively plan on adding the third...
I'm not sure how you're currently doing raycasting, but it won't work with three.js' raycaster, because raycasting against a splat mesh works differently (it returns intersections with splats, not three.js...
There is no direct way to change a splat's color, so you'll have to implement it yourself. You can take a look at the `SplatBuffer.getSplatColor()` function to get some hints...
All splat data is stored in one or more `SplatBuffer` instances, and those are all stored in a single instance of `SplatMesh`. You can pull the data out of the...