@needle-tools/gltf-progressive 1.2.14 → 2.0.0-alpha

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
@@ -1,164 +1,170 @@
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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- ## [1.2.14] - 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
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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
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- - 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
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- - Add: `<model-viewer>` elements added document at any time are now properly registered
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- - Fix: LOD updates for multiple `<model-viewer>` elements
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- - 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
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- - 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
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- - 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
106
- - fix: correctly assign LOD level information to initially loaded texture
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-
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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
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- - 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
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-
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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
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- - update README
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-
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- ## [1.0.0-alpha.16] - 2023-05-29
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- - fix: LODs manager now clamps to LOD 0 if the near plane is inside the bounds
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- - change: Ignore certain material in lods update loop
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-
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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.
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- - change: create LODsManager via `LODsManager.get(renderer)`
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-
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- ## [1.0.0-alpha.13] - 2023-05-24
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- - 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
137
- - add: vanilla three.js example
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- - fix: texture LODs losing filter setting
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-
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- ## [1.0.0-alpha.12] - 2023-05-19
141
- - fix: update LODs when using postprocessing
142
-
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- ## [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
-
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- ## [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
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-
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- ## [1.0.0-alpha.9] - 2023-05-03
151
- - fix: handle loading of ShaderMaterial for VRM progressive textures
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-
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- ## [1.0.0-alpha.8] - 2023-05-03
154
- - fix: handle transparent materials
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-
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- ## [1.0.0-alpha.7] - 2023-05-01
157
- - 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
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- - 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
+ ## [2.0.0-alpha] - 2024-12-09
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+ - Add: `Accept` header options for Needle Cloud requests
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+
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+ ## [1.2.15] - 2024-10-21
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+ - Fix: internal window parameter access causing issue with SSR
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+
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+ ## [1.2.13] - 2024-10-06
14
+ - Update README
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+
16
+ ## [1.2.12] - 2024-09-23
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+ - Add: `assignTextureLOD` now also accepts mesh as parameter
18
+ - Change: improved `assignTextureLOD` typing
19
+
20
+ ## [1.2.11] - 2024-09-11
21
+ - Fix: draco and KTX decoder path handling when gstatic can not be reached and user set path
22
+
23
+ ## [1.2.10] - 2024-09-10
24
+ - Fix: loading and assigning texture LOD for ShaderMaterial and RawShaderMaterial
25
+
26
+ ## [1.2.9] - 2024-07-29
27
+ - Fix: server side rendering fixes
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+
29
+ ## [1.2.8] - 2023-07-19
30
+ - 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`
34
+
35
+ ## [1.2.5] - 2023-07-16
36
+ - Remove: Frustum cull check because we're already operating on the latest renderlist
37
+
38
+ ## [1.2.5-beta] - 2023-07-09
39
+ - Change: Update skinned mesh bounding box every 30 frames using the lowres mesh version
40
+
41
+ ## [1.2.4-beta.1] - 2023-07-09
42
+ - Add: LODsManager `manual` property which can be used to manually update the LODs in the scene by calling `LODsManager.update(scene, camera)`
43
+ - Fix: updating LODs in WebXR
44
+
45
+ ## [1.2.4-beta] - 2023-07-05
46
+ - Change: `createLoaders` now returns created loaders and decoders to be re-used
47
+
48
+ ## [1.2.3-beta] - 2023-07-04
49
+ - Add: support for transmissive objects
50
+
51
+ ## [1.2.3-alpha.3] - 2023-07-01
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+ - Add: prevent loading highres textures when user has enabled data-save mode
53
+
54
+ ## [1.2.3-alpha.2] - 2023-06-27
55
+ - Fix: error caused by parser associations containing `undefined` value
56
+
57
+ ## [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
61
+ - Change: automatically change LOD update interval based on framerate
62
+
63
+ ## [1.2.2-alpha.4] - 2023-06-20
64
+ - Add: Register version in global "GLTF_PROGRESSIVE_VERSION" variable
65
+ - Add: `<model-viewer>` elements added document at any time are now properly registered
66
+ - Fix: LOD updates for multiple `<model-viewer>` elements
67
+ - 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
68
+ - Change: `<model-viewer>` elements will fetch a slightly higher texture LOD
69
+
70
+ ## [1.2.1-alpha.4] - 2023-06-19
71
+ - Fix: SkinnedMesh bounds calculation
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+
73
+ ## [1.2.1-alpha.3] - 2023-06-15
74
+ - update the README
75
+
76
+ ## [1.2.1-alpha.2] - 2023-06-15
77
+ - fix: Ortographic camera causing LODs being falsely updated
78
+ - fix: regression introduced in 1.2.1-alpha
79
+ - fix: error when trying to load a LOD glTF directly
80
+ - fix: issues caused by instanceof in local development environments
81
+
82
+ ## [1.2.0-alpha.9] - 2023-06-13
83
+ - fix: issue where skinned mesh matrix was falsely applied to calculate screen size
84
+ - fix: use bounding box from SkinnedMesh object
85
+
86
+ ## [1.2.0-alpha.6] - 2023-06-12
87
+ - 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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+
89
+ ## [1.2.0-alpha.5] - 2023-06-10
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+ - fix: safeguard when `registerMesh` or `registerTexture` are being called with invalid data
91
+ - examples: update vanilla threejs example
92
+
93
+ ## [1.2.0-alpha.4] - 2023-06-07
94
+ - add: `useRaycastMeshes` method:
95
+ ```ts
96
+ // call to enable raycasting with low poly raycast meshes
97
+ // this can be done once in your project
98
+ useRaycastMeshes(true);
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+
100
+ // then use the raycaster as usual
101
+ 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
106
+ useRaycastMeshes(false);
107
+ ```
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+
109
+ ## [1.2.0-alpha.3] - 2023-06-06
110
+ - add: automatically load the highest LOD first to show a slightly better quality level as soon as possible
111
+ - fix: improve Texture LOD selection by taking LOD level height into account
112
+ - fix: correctly assign LOD level information to initially loaded texture
113
+
114
+ ## [1.1.0-alpha.2] - 2023-06-05
115
+ - fix: register LOD information for meshes that don't have associations
116
+
117
+ ## [1.1.0-alpha] - 2023-06-03
118
+ - add: loading of multiple texture LOD levels
119
+ - fix: issue where material LODs where not updated when the material was cloned
120
+ - change: clamp screen coverage when near plane intersects with the object bounds
121
+ - change: skip CubeCamera setup
122
+ - change: handle cases where an object has only texture LODs
123
+
124
+ ## [1.0.0-alpha.19] - 2023-05-31
125
+ - add `LODsManager.plugins` getter
126
+
127
+ ## [1.0.0-alpha.18] - 2023-05-30
128
+ - update README
129
+
130
+ ## [1.0.0-alpha.16] - 2023-05-29
131
+ - fix: LODs manager now clamps to LOD 0 if the near plane is inside the bounds
132
+ - change: Ignore certain material in lods update loop
133
+
134
+ ## [1.0.0-alpha.15] - 2023-05-25
135
+ - add: `getRaycastMesh` method
136
+ - 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.
137
+ - change: create LODsManager via `LODsManager.get(renderer)`
138
+
139
+ ## [1.0.0-alpha.13] - 2023-05-24
140
+ - fix: modelviewer error when trying to access undefined texture extensions
141
+
142
+ ## [1.0.0-alpha.13] - 2023-05-24
143
+ - add: vanilla three.js example
144
+ - fix: texture LODs losing filter setting
145
+
146
+ ## [1.0.0-alpha.12] - 2023-05-19
147
+ - fix: update LODs when using postprocessing
148
+
149
+ ## [1.0.0-alpha.11] - 2023-05-17
150
+ - add: expose `setDracoDecoderLocation` and `setKTX2TranscoderLocation`
151
+ - fix: allow using draco decoder and ktx2 transcoder from local filepath
152
+
153
+ ## [1.0.0-alpha.10] - 2023-05-07
154
+ - fix: progressive assets are now only updated during the main canvas render call and not e.g. when rendering to a texture
155
+
156
+ ## [1.0.0-alpha.9] - 2023-05-03
157
+ - fix: handle loading of ShaderMaterial for VRM progressive textures
158
+
159
+ ## [1.0.0-alpha.8] - 2023-05-03
160
+ - fix: handle transparent materials
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+
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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
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+ - 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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  - initial version
package/README.md CHANGED
@@ -1,133 +1,131 @@
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- # glTF progressive
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-
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- LOD support on steroids for three.js with one-line integration: Load glTF, GLB or VRM files and get smart and automatic LOD selection loading for meshes and texture. Reduce initial load time and increase performance at the same time.
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-
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- ## Features
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- - One line integration in any three.js based engine/project e.g. react-three-fiber, model-viewer, vanilla threejs... (see examples below)
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- - Mesh LOD support (works for both regular meshes and skinned meshes)
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- - Texture LOD support
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- - Smart LOD selection: LOD levels are switched automatically based on a pre-calculated mesh density for deterministic and consistent quality in any situation (VR is also supported)
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- - On demand loading: higher qualities are streamed in on demand when objects become visible. This reduces the loading time of websites significantly
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- - Low poly LOD meshes can be used for raycasting for smooth interactions with high-poly meshes (see examples below)
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- - Tiny dependency-free package (< 10KB gzipped)
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- - Cloud generation and loading support via [cloud.needle.tools](https://cloud.needle.tools) for glTF, GLB & VRM assets or use [Needle Engine with Unity or Blender](https://docs.needle.tools/getting-started).
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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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- - [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/"
105
- }
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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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-
120
- ### 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>
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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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-
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+ # glTF progressive
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+
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+ LODs on steroids for glTF, GLB or VRM files with density based loading for meshes or texture for any three.js based project.
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+
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+ ## Features
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+ - One line integration in any three.js based engine/project
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+ - Mesh LOD support
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+ - Texture LOD support
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+ - LOD levels are loaded on demand based on mesh screen density
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+ - Low poly LOD meshes can easily be used for raycasting for smooth interactions with high-poly meshes
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+ - Cloud generation and loading support via [cloud.needle.tools](https://cloud.needle.tools) for 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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+ - [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> •
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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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+