@needle-tools/gltf-progressive 1.2.11 → 1.2.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,157 +1,164 @@
1
- # Changelog
2
- All notable changes to this package will be documented in this file.
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-
4
- The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
5
- and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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-
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- ## [1.2.11] - 2024-09-11
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- - Fix: draco and KTX decoder path handling when gstatic can not be reached and user set path
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-
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- ## [1.2.10] - 2024-09-10
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- - Fix: loading and assigning texture LOD for ShaderMaterial and RawShaderMaterial
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-
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- ## [1.2.9] - 2024-07-29
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- - Fix: server side rendering fixes
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-
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- ## [1.2.8] - 2023-07-19
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- - Add: repository url
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-
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- ## [1.2.7] - 2023-07-18
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- - Fix: include `type: module`
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-
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- ## [1.2.5] - 2023-07-16
23
- - Remove: Frustum cull check because we're already operating on the latest renderlist
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-
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- ## [1.2.5-beta] - 2023-07-09
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- - Change: Update skinned mesh bounding box every 30 frames using the lowres mesh version
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-
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- ## [1.2.4-beta.1] - 2023-07-09
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- - Add: LODsManager `manual` property which can be used to manually update the LODs in the scene by calling `LODsManager.update(scene, camera)`
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- - Fix: updating LODs in WebXR
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-
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- ## [1.2.4-beta] - 2023-07-05
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- - Change: `createLoaders` now returns created loaders and decoders to be re-used
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-
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- ## [1.2.3-beta] - 2023-07-04
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- - Add: support for transmissive objects
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-
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- ## [1.2.3-alpha.3] - 2023-07-01
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- - Add: prevent loading highres textures when user has enabled data-save mode
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-
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- ## [1.2.3-alpha.2] - 2023-06-27
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- - Fix: error caused by parser associations containing `undefined` value
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-
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- ## [1.2.3-alpha.1] - 2023-06-25
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- - Internal: rename `setRaycastMesh` to `registerRaycastMesh`
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-
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- ## [1.2.3-alpha] - 2023-06-24
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- - Change: automatically change LOD update interval based on framerate
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-
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- ## [1.2.2-alpha.4] - 2023-06-20
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- - Add: Register version in global "GLTF_PROGRESSIVE_VERSION" variable
52
- - Add: `<model-viewer>` elements added document at any time are now properly registered
53
- - Fix: LOD updates for multiple `<model-viewer>` elements
54
- - Fix: Initial render tick for a few frames for `<model-viewer>` to trigger LOD updates when the model-viewer element is not animated or interacted with
55
- - Change: `<model-viewer>` elements will fetch a slightly higher texture LOD
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-
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- ## [1.2.1-alpha.4] - 2023-06-19
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- - Fix: SkinnedMesh bounds calculation
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-
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- ## [1.2.1-alpha.3] - 2023-06-15
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- - update the README
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-
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- ## [1.2.1-alpha.2] - 2023-06-15
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- - fix: Ortographic camera causing LODs being falsely updated
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- - fix: regression introduced in 1.2.1-alpha
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- - fix: error when trying to load a LOD glTF directly
67
- - fix: issues caused by instanceof in local development environments
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-
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- ## [1.2.0-alpha.9] - 2023-06-13
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- - fix: issue where skinned mesh matrix was falsely applied to calculate screen size
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- - fix: use bounding box from SkinnedMesh object
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-
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- ## [1.2.0-alpha.6] - 2023-06-12
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- - fix: minor bug where opened glTF has `NEEDLE_progressive` extension but no lods array because the glTF is a LOD variant
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-
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- ## [1.2.0-alpha.5] - 2023-06-10
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- - fix: safeguard when `registerMesh` or `registerTexture` are being called with invalid data
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- - examples: update vanilla threejs example
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-
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- ## [1.2.0-alpha.4] - 2023-06-07
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- - add: `useRaycastMeshes` method:
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- ```ts
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- // call to enable raycasting with low poly raycast meshes
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- // this can be done once in your project
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- useRaycastMeshes(true);
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-
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- // then use the raycaster as usual
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- const raycaster = new Raycaster();
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- raycaster.setFromCamera(mouse, camera);
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- const intersects = raycaster.intersectObjects(scene.children, true);
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-
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- // call to disable raycasting with low polwy meshes
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- useRaycastMeshes(false);
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- ```
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-
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- ## [1.2.0-alpha.3] - 2023-06-06
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- - add: automatically load the highest LOD first to show a slightly better quality level as soon as possible
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- - fix: improve Texture LOD selection by taking LOD level height into account
99
- - fix: correctly assign LOD level information to initially loaded texture
100
-
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- ## [1.1.0-alpha.2] - 2023-06-05
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- - fix: register LOD information for meshes that don't have associations
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-
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- ## [1.1.0-alpha] - 2023-06-03
105
- - add: loading of multiple texture LOD levels
106
- - fix: issue where material LODs where not updated when the material was cloned
107
- - change: clamp screen coverage when near plane intersects with the object bounds
108
- - change: skip CubeCamera setup
109
- - change: handle cases where an object has only texture LODs
110
-
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- ## [1.0.0-alpha.19] - 2023-05-31
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- - add `LODsManager.plugins` getter
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-
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- ## [1.0.0-alpha.18] - 2023-05-30
115
- - update README
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-
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- ## [1.0.0-alpha.16] - 2023-05-29
118
- - fix: LODs manager now clamps to LOD 0 if the near plane is inside the bounds
119
- - change: Ignore certain material in lods update loop
120
-
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- ## [1.0.0-alpha.15] - 2023-05-25
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- - add: `getRaycastMesh` method
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- - add: LODsManager does now expose `targetTriangleDensity`. The target triangle density is the desired max amount of triangles on screen when the mesh is filling the screen.
124
- - change: create LODsManager via `LODsManager.get(renderer)`
125
-
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- ## [1.0.0-alpha.13] - 2023-05-24
127
- - fix: modelviewer error when trying to access undefined texture extensions
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-
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- ## [1.0.0-alpha.13] - 2023-05-24
130
- - add: vanilla three.js example
131
- - fix: texture LODs losing filter setting
132
-
133
- ## [1.0.0-alpha.12] - 2023-05-19
134
- - fix: update LODs when using postprocessing
135
-
136
- ## [1.0.0-alpha.11] - 2023-05-17
137
- - add: expose `setDracoDecoderLocation` and `setKTX2TranscoderLocation`
138
- - fix: allow using draco decoder and ktx2 transcoder from local filepath
139
-
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- ## [1.0.0-alpha.10] - 2023-05-07
141
- - fix: progressive assets are now only updated during the main canvas render call and not e.g. when rendering to a texture
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-
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- ## [1.0.0-alpha.9] - 2023-05-03
144
- - fix: handle loading of ShaderMaterial for VRM progressive textures
145
-
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- ## [1.0.0-alpha.8] - 2023-05-03
147
- - fix: handle transparent materials
148
-
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- ## [1.0.0-alpha.7] - 2023-05-01
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- - fix: Handle modelviewer `src` set as property but not as attribute
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- - change: Remove sourcemap
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-
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- ## [1.0.0-alpha.6] - 2023-05-01
154
- - fix: LOD mesh assignment for multi-material meshes (meshes with multiple primitives)
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-
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- ## [1.0.0-alpha.5] - 2023-04-30
1
+ # Changelog
2
+ All notable changes to this package will be documented in this file.
3
+
4
+ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
5
+ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
6
+
7
+ ## [1.2.13] - 2024-10-06
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+ - Update README
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+
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+ ## [1.2.12] - 2024-09-23
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+ - Add: `assignTextureLOD` now also accepts mesh as parameter
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+ - Change: improved `assignTextureLOD` typing
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+
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+ ## [1.2.11] - 2024-09-11
15
+ - Fix: draco and KTX decoder path handling when gstatic can not be reached and user set path
16
+
17
+ ## [1.2.10] - 2024-09-10
18
+ - Fix: loading and assigning texture LOD for ShaderMaterial and RawShaderMaterial
19
+
20
+ ## [1.2.9] - 2024-07-29
21
+ - Fix: server side rendering fixes
22
+
23
+ ## [1.2.8] - 2023-07-19
24
+ - Add: repository url
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+
26
+ ## [1.2.7] - 2023-07-18
27
+ - Fix: include `type: module`
28
+
29
+ ## [1.2.5] - 2023-07-16
30
+ - Remove: Frustum cull check because we're already operating on the latest renderlist
31
+
32
+ ## [1.2.5-beta] - 2023-07-09
33
+ - Change: Update skinned mesh bounding box every 30 frames using the lowres mesh version
34
+
35
+ ## [1.2.4-beta.1] - 2023-07-09
36
+ - Add: LODsManager `manual` property which can be used to manually update the LODs in the scene by calling `LODsManager.update(scene, camera)`
37
+ - Fix: updating LODs in WebXR
38
+
39
+ ## [1.2.4-beta] - 2023-07-05
40
+ - Change: `createLoaders` now returns created loaders and decoders to be re-used
41
+
42
+ ## [1.2.3-beta] - 2023-07-04
43
+ - Add: support for transmissive objects
44
+
45
+ ## [1.2.3-alpha.3] - 2023-07-01
46
+ - Add: prevent loading highres textures when user has enabled data-save mode
47
+
48
+ ## [1.2.3-alpha.2] - 2023-06-27
49
+ - Fix: error caused by parser associations containing `undefined` value
50
+
51
+ ## [1.2.3-alpha.1] - 2023-06-25
52
+ - Internal: rename `setRaycastMesh` to `registerRaycastMesh`
53
+
54
+ ## [1.2.3-alpha] - 2023-06-24
55
+ - Change: automatically change LOD update interval based on framerate
56
+
57
+ ## [1.2.2-alpha.4] - 2023-06-20
58
+ - Add: Register version in global "GLTF_PROGRESSIVE_VERSION" variable
59
+ - Add: `<model-viewer>` elements added document at any time are now properly registered
60
+ - Fix: LOD updates for multiple `<model-viewer>` elements
61
+ - Fix: Initial render tick for a few frames for `<model-viewer>` to trigger LOD updates when the model-viewer element is not animated or interacted with
62
+ - Change: `<model-viewer>` elements will fetch a slightly higher texture LOD
63
+
64
+ ## [1.2.1-alpha.4] - 2023-06-19
65
+ - Fix: SkinnedMesh bounds calculation
66
+
67
+ ## [1.2.1-alpha.3] - 2023-06-15
68
+ - update the README
69
+
70
+ ## [1.2.1-alpha.2] - 2023-06-15
71
+ - fix: Ortographic camera causing LODs being falsely updated
72
+ - fix: regression introduced in 1.2.1-alpha
73
+ - fix: error when trying to load a LOD glTF directly
74
+ - fix: issues caused by instanceof in local development environments
75
+
76
+ ## [1.2.0-alpha.9] - 2023-06-13
77
+ - fix: issue where skinned mesh matrix was falsely applied to calculate screen size
78
+ - fix: use bounding box from SkinnedMesh object
79
+
80
+ ## [1.2.0-alpha.6] - 2023-06-12
81
+ - fix: minor bug where opened glTF has `NEEDLE_progressive` extension but no lods array because the glTF is a LOD variant
82
+
83
+ ## [1.2.0-alpha.5] - 2023-06-10
84
+ - fix: safeguard when `registerMesh` or `registerTexture` are being called with invalid data
85
+ - examples: update vanilla threejs example
86
+
87
+ ## [1.2.0-alpha.4] - 2023-06-07
88
+ - add: `useRaycastMeshes` method:
89
+ ```ts
90
+ // call to enable raycasting with low poly raycast meshes
91
+ // this can be done once in your project
92
+ useRaycastMeshes(true);
93
+
94
+ // then use the raycaster as usual
95
+ const raycaster = new Raycaster();
96
+ raycaster.setFromCamera(mouse, camera);
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+ const intersects = raycaster.intersectObjects(scene.children, true);
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+
99
+ // call to disable raycasting with low polwy meshes
100
+ useRaycastMeshes(false);
101
+ ```
102
+
103
+ ## [1.2.0-alpha.3] - 2023-06-06
104
+ - add: automatically load the highest LOD first to show a slightly better quality level as soon as possible
105
+ - fix: improve Texture LOD selection by taking LOD level height into account
106
+ - fix: correctly assign LOD level information to initially loaded texture
107
+
108
+ ## [1.1.0-alpha.2] - 2023-06-05
109
+ - fix: register LOD information for meshes that don't have associations
110
+
111
+ ## [1.1.0-alpha] - 2023-06-03
112
+ - add: loading of multiple texture LOD levels
113
+ - fix: issue where material LODs where not updated when the material was cloned
114
+ - change: clamp screen coverage when near plane intersects with the object bounds
115
+ - change: skip CubeCamera setup
116
+ - change: handle cases where an object has only texture LODs
117
+
118
+ ## [1.0.0-alpha.19] - 2023-05-31
119
+ - add `LODsManager.plugins` getter
120
+
121
+ ## [1.0.0-alpha.18] - 2023-05-30
122
+ - update README
123
+
124
+ ## [1.0.0-alpha.16] - 2023-05-29
125
+ - fix: LODs manager now clamps to LOD 0 if the near plane is inside the bounds
126
+ - change: Ignore certain material in lods update loop
127
+
128
+ ## [1.0.0-alpha.15] - 2023-05-25
129
+ - add: `getRaycastMesh` method
130
+ - add: LODsManager does now expose `targetTriangleDensity`. The target triangle density is the desired max amount of triangles on screen when the mesh is filling the screen.
131
+ - change: create LODsManager via `LODsManager.get(renderer)`
132
+
133
+ ## [1.0.0-alpha.13] - 2023-05-24
134
+ - fix: modelviewer error when trying to access undefined texture extensions
135
+
136
+ ## [1.0.0-alpha.13] - 2023-05-24
137
+ - add: vanilla three.js example
138
+ - fix: texture LODs losing filter setting
139
+
140
+ ## [1.0.0-alpha.12] - 2023-05-19
141
+ - fix: update LODs when using postprocessing
142
+
143
+ ## [1.0.0-alpha.11] - 2023-05-17
144
+ - add: expose `setDracoDecoderLocation` and `setKTX2TranscoderLocation`
145
+ - fix: allow using draco decoder and ktx2 transcoder from local filepath
146
+
147
+ ## [1.0.0-alpha.10] - 2023-05-07
148
+ - fix: progressive assets are now only updated during the main canvas render call and not e.g. when rendering to a texture
149
+
150
+ ## [1.0.0-alpha.9] - 2023-05-03
151
+ - fix: handle loading of ShaderMaterial for VRM progressive textures
152
+
153
+ ## [1.0.0-alpha.8] - 2023-05-03
154
+ - fix: handle transparent materials
155
+
156
+ ## [1.0.0-alpha.7] - 2023-05-01
157
+ - fix: Handle modelviewer `src` set as property but not as attribute
158
+ - change: Remove sourcemap
159
+
160
+ ## [1.0.0-alpha.6] - 2023-05-01
161
+ - fix: LOD mesh assignment for multi-material meshes (meshes with multiple primitives)
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+
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+ ## [1.0.0-alpha.5] - 2023-04-30
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164
  - initial version
package/README.md CHANGED
@@ -1,125 +1,131 @@
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- # glTF progressive
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-
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- Support for loading of glTF or GLB files with progressive mesh or texture data for three.js based engines.
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-
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- ## Features
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- - Automatic loading of mesh and texture LODs.
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- - High quality LOD levels are loaded on demand based on screen density.
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- - Use low-poly LOD meshes for raycasting which allows the usage of high-poly meshes with smooth interaction
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- - Use [cloud.needle.tools](https://cloud.needle.tools) for processing glTF, GLB & VRM assets
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-
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- ## Examples
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-
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- Examples are in the `/examples` directory. Live versions can be found in the links below.
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-
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- - [Vanilla three.js](https://engine.needle.tools/demos/gltf-progressive/threejs/) - multiple models and animations
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- - [React Three Fiber](https://engine.needle.tools/demos/gltf-progressive/r3f/)
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- - \<model-viewer\>
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- - [single \<model-viewer> element](https://engine.needle.tools/demos/gltf-progressive/modelviewer)
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- - [multiple \<model-viewer> elements](https://engine.needle.tools/demos/gltf-progressive/modelviewer-multiple)
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- - [Needle Engine](https://stackblitz.com/edit/needle-engine-gltf-progressive?file=src%2Fmain.ts)
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-
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- **Interactive Examples**:
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- - [Stackblitz](https://stackblitz.com/@marwie/collections/gltf-progressive)
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- - [Codesandbox](https://codesandbox.io/dashboard/sandboxes/gltf-progressive)
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-
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-
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- <br/>
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- <video width="320" controls autoplay src="https://engine.needle.tools/demos/gltf-progressive/video.mp4">
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- <source src="https://engine.needle.tools/demos/gltf-progressive/video.mp4" type="video/mp4">
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- </video>
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-
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-
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- ## Usage
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-
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- ### react three fiber
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-
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- Full example in `examples/react-three-fiber`
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-
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- ```ts
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- function ChurchModel() {
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- const { gl } = useThree()
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- const url = 'https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb'
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- const { scene } = useGLTF(url, false, false, (loader) => {
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- useNeedleProgressive(url, gl, loader as any)
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- })
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- return <primitive object={scene} />
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- }
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- ```
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-
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- ### threejs (CDN, no bundler)
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-
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- The full example can be found at `examples/threejs`
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-
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- ```html
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- <head>
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- <!-- Add the threejs import map to your HTML head section -->
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- <script type="importmap">
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- {
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- "imports": {
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- "three": "https://cdn.jsdelivr.net/npm/three@latest/build/three.module.js",
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- "three/addons/": "https://cdn.jsdelivr.net/npm/three@latest/examples/jsm/",
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- "three/examples/": "https://cdn.jsdelivr.net/npm/three@latest/examples/",
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- "@needle-engine/gltf-progressive": "https://www.unpkg.com/@needle-tools/gltf-progressive@latest"
64
- }
65
- }
66
- </script>
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- </head>
68
- ```
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-
70
- In your script:
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- ```ts
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- const gltfLoader = new GLTFLoader();
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-
74
- const url = "https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb";
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-
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- // register the progressive loader
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- useNeedleProgressive(url, renderer, gltfLoader)
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-
79
- // just call the load method as usual
80
- gltfLoader.load(url, gltf => {
81
- console.log(gltf)
82
- scene.add(gltf.scene)
83
- gltf.scene.position.y += .95;
84
- })
85
- ```
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-
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-
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- ### \<model-viewer\>
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-
90
- The example can be found in `examples/modelviewer.html`
91
-
92
- ```html
93
- <head>
94
- <!-- Include threejs import map -->
95
- <script type="importmap">
96
- {
97
- "imports": {
98
- "three": "https://unpkg.com/three/build/three.module.js",
99
- "three/": "https://unpkg.com/three/"
100
- }
101
- }
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- </script>
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- <!-- Include gltf-progressive -->
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- <script type="module" src="https://www.unpkg.com/@needle-tools/gltf-progressive@latest"></script>
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- <!-- Include model-viewer -->
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- <script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.4.0/model-viewer.min.js"></script>
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- </head>
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- <body>
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-
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- <model-viewer src="https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb" camera-controls auto-rotate></model-viewer>
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-
112
- </body>
113
- ```
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-
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- ### Needle Engine
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-
117
- [Needle Engine](https://needle.tools) natively supports progressive loading of these glTF files! See [docs.needle.tools](https://docs.needle.tools) for more information.
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-
119
-
120
- # Contact ✒️
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- <b>[🌵 needle — tools for creators](https://needle.tools)</b> •
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- [Twitter](https://twitter.com/NeedleTools) •
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- [Discord](https://discord.needle.tools)
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- [Forum](https://forum.needle.tools)
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-
1
+ # glTF progressive
2
+
3
+ LODs on steroids for glTF, GLB or VRM files with density based loading for meshes or texture for any three.js based project.
4
+
5
+ ## Features
6
+ - One line integration in any three.js based engine/project
7
+ - Mesh LOD support
8
+ - Texture LOD support
9
+ - LOD levels are loaded on demand based on mesh screen density
10
+ - Low poly LOD meshes can easily be used for raycasting for smooth interactions with high-poly meshes
11
+ - Cloud generation and loading support via [cloud.needle.tools](https://cloud.needle.tools) for glTF, GLB & VRM assets
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+
13
+ ## Examples
14
+
15
+ Examples are in the `/examples` directory. Live versions can be found in the links below.
16
+
17
+ - [Vanilla three.js](https://engine.needle.tools/demos/gltf-progressive/threejs/) - multiple models and animations
18
+ - [React Three Fiber](https://engine.needle.tools/demos/gltf-progressive/r3f/)
19
+ - \<model-viewer\>
20
+ - [single \<model-viewer> element](https://engine.needle.tools/demos/gltf-progressive/modelviewer)
21
+ - [multiple \<model-viewer> elements](https://engine.needle.tools/demos/gltf-progressive/modelviewer-multiple)
22
+ - [Needle Engine](https://stackblitz.com/edit/needle-engine-gltf-progressive?file=src%2Fmain.ts)
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+ - [Progressive VRM 14 MB to 1 MB](https://cloud.needle.tools/view/91b4450/262927895)
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+
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+ **Interactive Examples**:
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+ - [Stackblitz](https://stackblitz.com/@marwie/collections/gltf-progressive)
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+ - [Codesandbox](https://codesandbox.io/dashboard/sandboxes/gltf-progressive)
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+
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+
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+ <br/>
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+ <video width="320" controls autoplay src="https://engine.needle.tools/demos/gltf-progressive/video.mp4">
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+ <source src="https://engine.needle.tools/demos/gltf-progressive/video.mp4" type="video/mp4">
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+ </video>
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+
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+
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+ ## Usage
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+
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+ ### react three fiber
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+
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+ Full example in `examples/react-three-fiber`
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+
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+ ```ts
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+ function ChurchModel() {
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+ const { gl } = useThree()
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+ const url = 'https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb'
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+ const { scene } = useGLTF(url, false, false, (loader) => {
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+ useNeedleProgressive(url, gl, loader as any)
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+ })
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+ return <primitive object={scene} />
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+ }
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+ ```
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+
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+ ### threejs (CDN, no bundler)
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+
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+ The full example can be found at `examples/threejs`
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+
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+ ```html
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+ <head>
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+ <!-- Add the threejs import map to your HTML head section -->
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "https://cdn.jsdelivr.net/npm/three@latest/build/three.module.js",
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+ "three/addons/": "https://cdn.jsdelivr.net/npm/three@latest/examples/jsm/",
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+ "three/examples/": "https://cdn.jsdelivr.net/npm/three@latest/examples/",
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+ "@needle-engine/gltf-progressive": "https://www.unpkg.com/@needle-tools/gltf-progressive@latest"
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+ }
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+ }
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+ </script>
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+ </head>
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+ ```
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+
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+ In your script:
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+ ```ts
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+ const gltfLoader = new GLTFLoader();
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+
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+ const url = "https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb";
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+
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+ // register the progressive loader
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+ useNeedleProgressive(url, renderer, gltfLoader)
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+
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+ // just call the load method as usual
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+ gltfLoader.load(url, gltf => {
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+ console.log(gltf)
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+ scene.add(gltf.scene)
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+ gltf.scene.position.y += .95;
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+ })
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+ ```
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+
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+
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+ ### \<model-viewer\>
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+
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+ The example can be found in `examples/modelviewer.html`
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+
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+ ```html
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+ <head>
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+ <!-- Include threejs import map -->
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "https://unpkg.com/three/build/three.module.js",
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+ "three/": "https://unpkg.com/three/"
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+ }
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+ }
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+ </script>
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+ <!-- Include gltf-progressive -->
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+ <script type="module" src="https://www.unpkg.com/@needle-tools/gltf-progressive@latest"></script>
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+ <!-- Include model-viewer -->
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+ <script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.4.0/model-viewer.min.js"></script>
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+ </head>
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+ <body>
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+
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+ <model-viewer src="https://engine.needle.tools/demos/gltf-progressive/assets/church/model.glb" camera-controls auto-rotate></model-viewer>
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+
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+ </body>
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+ ```
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+
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+ ### Needle Engine
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+
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+ [Needle Engine](https://needle.tools) natively supports progressive loading of these glTF files! See [docs.needle.tools](https://docs.needle.tools) for more information.
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+
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+
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+ Use [cloud.needle.tools](https://cloud.needle.tools) to generate LODs for your assets now.
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+
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+
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+ # Contact ✒️
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+ <b>[🌵 needle — tools for creators](https://needle.tools)</b> •
128
+ [Twitter](https://twitter.com/NeedleTools) •
129
+ [Discord](https://discord.needle.tools) •
130
+ [Forum](https://forum.needle.tools)
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+