Federico Ponchio

Results 168 comments of Federico Ponchio

Hi Aaron, it took me quite a while to get back to this problem, sorry. (and the problem was way messier than it appeared). I implemented a new version threejs...

Hi Dmercel, I have implemente a ray caster version which uses the mesh. At the moment the lowest resolution mesh, if needed I can add an option to provide a...

Nice black screenshot! I made a mistake fixing a memory leak. Now it's ok. Federico On Mon, Oct 14, 2019 at 2:51 PM DerouineauNicolas wrote: > Hi Frederico, > Thanks...

In the code I check both the front and the back of the mesh (but could add a flag to change this), then pick the closest point, UNLESS the near...

Right now the raycaster uses the triangles of the geometry the same as the usual meshes, with one caveat: I am using the coarse resolution mesh (which is way faster),...

Actually the BufferGeometry keeps the original buffers also in RAM memory, (otherwise how could intersect triangles?). The current implementation of nexus actually delete the buffers once passed to the GPU,...

For this approach is that we would have to keep in memory (basically duplicated) all of the geometry of the model, and raycasting would prove more expensive (as the ray...

Yes alpha channel in color per vertex is supported, even in compression. It has been used sometimes for ambient occlusion. If something doesn't work properly, contact me. On Thu, Dec...

I plan to add gltf (glb at first) support for nexus, especially for the materials. Adding Draco support should not be a difficult task. I hope you are using binary...

Hi Alex, I wrote the pipeline for pbr in Nexus, now I'm writing the importer for gltf. Would you send me a sample? I'd like to see some variety in...