@jdultra/threedtiles 13.0.19 → 13.0.21
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- package/dist/threedtiles.cjs.js +2 -2
- package/dist/threedtiles.cjs.js.map +1 -1
- package/dist/threedtiles.es.js +2 -5
- package/dist/threedtiles.es.js.map +1 -1
- package/dist/threedtiles.umd.js +5 -5
- package/dist/threedtiles.umd.js.map +1 -1
- package/dist/tileset/OGC3DTile.d.ts +4 -1
- package/package.json +1 -1
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@@ -32,7 +32,10 @@ export class OGC3DTile extends THREE.Object3D<THREE.Object3DEventMap> {
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* @param {DracoLoader} [properties.dracoLoader = undefined] - optional a draco loader (three/addons).
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* @param {KTX2Loader} [properties.ktx2Loader = undefined] - optional a ktx2 loader (three/addons).
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* @param {Number} [properties.distanceBias = 1] - optional a bias that allows loading more or less detail closer to the camera relative to far away. The value should be a positive number. A value below 1 loads less detail near the camera and a value above 1 loads more detail near the camera. This needs to be compensated by the geometricErrorMultiplier in order to load a reasonable number of tiles.
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* @param {String} [properties.loadingStrategy = "INCREMENTAL"] - optional a strategy for loading tiles
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* @param {String} [properties.loadingStrategy = "INCREMENTAL"] - optional a strategy for loading tiles
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* - "INCREMENTAL" loads intermediate LODs and will load nearer tiles first
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* - "PERLEVEL" loads intermediate LODs and loads nearer tiles first but waits for all tiles of the lowest level to be loaded before loading higher detail tiles
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* - "IMMEDIATE" skips intermediate LODs. tiles are missing until loaded when moving to a new area
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* @param {String} [properties.drawBoundingVolume = false] - optional draws the bounding volume (may cause flickering)
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* @param {String} [properties.splatsFragmentShader = undefined] - optional pass a custom fragment shader for rendering splats
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*/
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