xeolabs
xeolabs
Optimize following modules by using the ````gl.drawElements```` params ````count```` and ````offset```` to draw only one entity, instead of the whole layer. - ````BatchingPickDepthRenderer```` - ````BatchingPickNormalsRenderer```` - ````InstancingPickDepthRenderer```` - ````InstancingPickNormalsRenderer````
Currently when picking we render to a pick buffer that is the same size as the canvas. This is unneccessary, because we can render less pixels for picking, ie: *...
In ````BatchingPickNormalsRenderer````, ````BatchingPickMeshRenderer```` and ````BatchingPickDepthRenderer````, drawElements count and offset to draw only one entity. Currently these renderers needlessly redraw all meshes, ie: ````javascript gl.drawElements(state.primitive, state.indicesBuf.numItems, state.indicesBuf.itemType, 0); ````
Sometimes we still want ````TreeViewPlugin```` to contain (input-disabled) nodes for ````ifcBuildingStorey```` elements, even if those elements have no children.
Internally, xeokit's ray-picking is done in two steps: 1. pick the object, and 2. pick the surface position on the object. Improve accuracy at step (2) by dynamically setting the...
# Detail Culling A new ````DetailCullPlugin```` will accelerate camera interaction by culling less visually-interesting objects while the camera is moving. For each ````Entity```` that represents an object in your ````Viewer````,...