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home /
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public_html /
HRD-Test /
examples /
[ HOME SHELL ]
Name
Size
Permission
Action
files
[ DIR ]
drwxr-xr-x
fonts
[ DIR ]
drwxr-xr-x
ies
[ DIR ]
drwxr-xr-x
jsm
[ DIR ]
drwxr-xr-x
luts
[ DIR ]
drwxr-xr-x
models
[ DIR ]
drwxr-xr-x
new-gltf
[ DIR ]
drwxr-xr-x
screenshots
[ DIR ]
drwxr-xr-x
sounds
[ DIR ]
drwxr-xr-x
texture
[ DIR ]
drwxr-xr-x
textures
[ DIR ]
drwxr-xr-x
123.html
3.29
KB
-rw-r--r--
GLTF_test.zip
2.29
MB
-rw-r--r--
css2d_label.html
6.31
KB
-rw-r--r--
css3d_molecules.html
9.87
KB
-rw-r--r--
css3d_orthographic.html
6.88
KB
-rw-r--r--
css3d_periodictable.html
12.2
KB
-rw-r--r--
css3d_sandbox.html
6.42
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-rw-r--r--
css3d_sprites.html
5.12
KB
-rw-r--r--
css3d_youtube.html
3.29
KB
-rw-r--r--
files.json
11.63
KB
-rw-r--r--
games_fps.html
11.77
KB
-rw-r--r--
hdrnew.html
7.86
KB
-rw-r--r--
index.html
9.09
KB
-rw-r--r--
main.css
1.37
KB
-rw-r--r--
misc_animation_groups.html
3.7
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misc_animation_keys.html
4.27
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-rw-r--r--
misc_boxselection.html
5.04
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misc_controls_arcball.html
8.09
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misc_controls_drag.html
4.98
KB
-rw-r--r--
misc_controls_fly.html
7.78
KB
-rw-r--r--
misc_controls_map.html
3.85
KB
-rw-r--r--
misc_controls_orbit.html
3.62
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-rw-r--r--
misc_controls_pointerlock.html
8.05
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misc_controls_trackball.html
4.56
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-rw-r--r--
misc_controls_transform.html
5.73
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-rw-r--r--
misc_exporter_draco.html
4.16
KB
-rw-r--r--
misc_exporter_gltf.html
17.1
KB
-rw-r--r--
misc_exporter_obj.html
6.49
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-rw-r--r--
misc_exporter_ply.html
5.17
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-rw-r--r--
misc_exporter_stl.html
4.44
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-rw-r--r--
misc_exporter_usdz.html
4.96
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-rw-r--r--
misc_lookat.html
3.58
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-rw-r--r--
misc_uv_tests.html
2.34
KB
-rw-r--r--
physics_ammo_break.html
15.76
KB
-rw-r--r--
physics_ammo_cloth.html
13.12
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-rw-r--r--
physics_ammo_instancing.html
4.41
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-rw-r--r--
physics_ammo_rope.html
12.91
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physics_ammo_terrain.html
12.16
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-rw-r--r--
physics_ammo_volume.html
13.8
KB
-rw-r--r--
physics_rapier_instancing.html
4.37
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-rw-r--r--
sandeep.html
2.75
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-rw-r--r--
sandeep1.html
3.13
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-rw-r--r--
svg_lines.html
2.93
KB
-rw-r--r--
svg_sandbox.html
6.9
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-rw-r--r--
tags.json
5.32
KB
-rw-r--r--
webaudio_orientation.html
5.34
KB
-rw-r--r--
webaudio_sandbox.html
8.14
KB
-rw-r--r--
webaudio_timing.html
5.07
KB
-rw-r--r--
webaudio_visualizer.html
3.9
KB
-rw-r--r--
webgl2_buffergeometry_attribut...
4.85
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-rw-r--r--
webgl2_buffergeometry_attribut...
4.08
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webgl2_materials_texture2darra...
4.63
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-rw-r--r--
webgl2_materials_texture3d.htm...
6.02
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-rw-r--r--
webgl2_materials_texture3d_par...
10.18
KB
-rw-r--r--
webgl2_multiple_rendertargets....
6.86
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-rw-r--r--
webgl2_multisampled_renderbuff...
5.04
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-rw-r--r--
webgl2_rendertarget_texture2da...
7.43
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-rw-r--r--
webgl2_texture2darray_compress...
4.08
KB
-rw-r--r--
webgl2_ubo.html
9.17
KB
-rw-r--r--
webgl2_volume_cloud.html
8.54
KB
-rw-r--r--
webgl2_volume_instancing.html
6.44
KB
-rw-r--r--
webgl2_volume_perlin.html
6.62
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-rw-r--r--
webgl_animation_keyframes.html
3.51
KB
-rw-r--r--
webgl_animation_multiple.html
4.02
KB
-rw-r--r--
webgl_animation_skinning_addit...
9.97
KB
-rw-r--r--
webgl_animation_skinning_blend...
12.3
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-rw-r--r--
webgl_animation_skinning_ik.ht...
6.96
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-rw-r--r--
webgl_animation_skinning_morph...
6.33
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-rw-r--r--
webgl_buffergeometry.html
5.09
KB
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webgl_buffergeometry_compressi...
7.32
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-rw-r--r--
webgl_buffergeometry_custom_at...
4.31
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-rw-r--r--
webgl_buffergeometry_drawrange...
8.3
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webgl_buffergeometry_glbuffera...
4.5
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webgl_buffergeometry_indexed.h...
4.15
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webgl_buffergeometry_instancin...
6.01
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webgl_buffergeometry_instancin...
5
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webgl_buffergeometry_instancin...
5.95
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-rw-r--r--
webgl_buffergeometry_lines.htm...
3.61
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-rw-r--r--
webgl_buffergeometry_lines_ind...
5.56
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-rw-r--r--
webgl_buffergeometry_points.ht...
3.27
KB
-rw-r--r--
webgl_buffergeometry_points_in...
4.1
KB
-rw-r--r--
webgl_buffergeometry_rawshader...
4.3
KB
-rw-r--r--
webgl_buffergeometry_selective...
6.07
KB
-rw-r--r--
webgl_buffergeometry_uint.html
5.29
KB
-rw-r--r--
webgl_camera.html
6.29
KB
-rw-r--r--
webgl_camera_array.html
3.91
KB
-rw-r--r--
webgl_camera_cinematic.html
5.93
KB
-rw-r--r--
webgl_camera_logarithmicdepthb...
10.65
KB
-rw-r--r--
webgl_clipping.html
5.59
KB
-rw-r--r--
webgl_clipping_advanced.html
10.17
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-rw-r--r--
webgl_clipping_intersection.ht...
3.94
KB
-rw-r--r--
webgl_clipping_stencil.html
8.36
KB
-rw-r--r--
webgl_custom_attributes.html
4.63
KB
-rw-r--r--
webgl_custom_attributes_lines....
4.79
KB
-rw-r--r--
webgl_custom_attributes_points...
4.6
KB
-rw-r--r--
webgl_custom_attributes_points...
6.67
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-rw-r--r--
webgl_custom_attributes_points...
7.33
KB
-rw-r--r--
webgl_decals.html
7.54
KB
-rw-r--r--
webgl_depth_texture.html
6.88
KB
-rw-r--r--
webgl_effects_anaglyph.html
3.82
KB
-rw-r--r--
webgl_effects_ascii.html
3.34
KB
-rw-r--r--
webgl_effects_parallaxbarrier....
3.85
KB
-rw-r--r--
webgl_effects_peppersghost.htm...
3.39
KB
-rw-r--r--
webgl_effects_stereo.html
3.83
KB
-rw-r--r--
webgl_framebuffer_texture.html
5.25
KB
-rw-r--r--
webgl_furnace_test.html
3.56
KB
-rw-r--r--
webgl_geometries.html
4.73
KB
-rw-r--r--
webgl_geometries_parametric.ht...
4.45
KB
-rw-r--r--
webgl_geometry_colors.html
6.12
KB
-rw-r--r--
webgl_geometry_colors_lookupta...
4.66
KB
-rw-r--r--
webgl_geometry_convex.html
4.01
KB
-rw-r--r--
webgl_geometry_csg.html
6.1
KB
-rw-r--r--
webgl_geometry_cube.html
1.93
KB
-rw-r--r--
webgl_geometry_dynamic.html
3.5
KB
-rw-r--r--
webgl_geometry_extrude_shapes....
4.61
KB
-rw-r--r--
webgl_geometry_extrude_splines...
9.55
KB
-rw-r--r--
webgl_geometry_minecraft.html
6.58
KB
-rw-r--r--
webgl_geometry_nurbs.html
6.75
KB
-rw-r--r--
webgl_geometry_shapes.html
13.05
KB
-rw-r--r--
webgl_geometry_spline_editor.h...
9.97
KB
-rw-r--r--
webgl_geometry_teapot.html
6.39
KB
-rw-r--r--
webgl_geometry_terrain.html
5.78
KB
-rw-r--r--
webgl_geometry_terrain_raycast...
6.73
KB
-rw-r--r--
webgl_geometry_text.html
8.16
KB
-rw-r--r--
webgl_geometry_text_shapes.htm...
3.92
KB
-rw-r--r--
webgl_geometry_text_stroke.htm...
4.07
KB
-rw-r--r--
webgl_gpgpu_birds.html
16.88
KB
-rw-r--r--
webgl_gpgpu_birds_gltf.html
20.35
KB
-rw-r--r--
webgl_gpgpu_protoplanet.html
14.05
KB
-rw-r--r--
webgl_gpgpu_water.html
19.73
KB
-rw-r--r--
webgl_helpers.html
4.25
KB
-rw-r--r--
webgl_instancing_dynamic.html
3.48
KB
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webgl_instancing_performance.h...
7
KB
-rw-r--r--
webgl_instancing_raycast.html
3.91
KB
-rw-r--r--
webgl_instancing_scatter.html
7.77
KB
-rw-r--r--
webgl_interactive_buffergeomet...
6.79
KB
-rw-r--r--
webgl_interactive_cubes.html
4.16
KB
-rw-r--r--
webgl_interactive_cubes_gpu.ht...
7.54
KB
-rw-r--r--
webgl_interactive_cubes_ortho....
4.46
KB
-rw-r--r--
webgl_interactive_lines.html
5.6
KB
-rw-r--r--
webgl_interactive_points.html
5.44
KB
-rw-r--r--
webgl_interactive_raycasting_p...
7.06
KB
-rw-r--r--
webgl_interactive_voxelpainter...
5.29
KB
-rw-r--r--
webgl_layers.html
4.22
KB
-rw-r--r--
webgl_lensflares.html
4.79
KB
-rw-r--r--
webgl_lightprobe.html
4.26
KB
-rw-r--r--
webgl_lightprobe_cubecamera.ht...
3.09
KB
-rw-r--r--
webgl_lights_hemisphere.html
6.72
KB
-rw-r--r--
webgl_lights_physical.html
8.57
KB
-rw-r--r--
webgl_lights_pointlights.html
3.97
KB
-rw-r--r--
webgl_lights_rectarealight.htm...
3.55
KB
-rw-r--r--
webgl_lights_spotlight.html
5.93
KB
-rw-r--r--
webgl_lights_spotlights.html
4.55
KB
-rw-r--r--
webgl_lines_colors.html
6.77
KB
-rw-r--r--
webgl_lines_dashed.html
4.2
KB
-rw-r--r--
webgl_lines_fat.html
7.6
KB
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webgl_lines_fat_raycasting.htm...
9.95
KB
-rw-r--r--
webgl_lines_fat_wireframe.html
6.51
KB
-rw-r--r--
webgl_loader_3dm.html
3.73
KB
-rw-r--r--
webgl_loader_3ds.html
2.73
KB
-rw-r--r--
webgl_loader_3mf.html
4.06
KB
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webgl_loader_3mf_materials.htm...
3.77
KB
-rw-r--r--
webgl_loader_amf.html
2.62
KB
-rw-r--r--
webgl_loader_bvh.html
2.79
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-rw-r--r--
webgl_loader_collada.html
2.98
KB
-rw-r--r--
webgl_loader_collada_kinematic...
4.3
KB
-rw-r--r--
webgl_loader_collada_skinning....
3.5
KB
-rw-r--r--
webgl_loader_draco.html
3.4
KB
-rw-r--r--
webgl_loader_fbx.html
3.96
KB
-rw-r--r--
webgl_loader_fbx_nurbs.html
2.45
KB
-rw-r--r--
webgl_loader_gcode.html
2.2
KB
-rw-r--r--
webgl_loader_gltf.html
3.16
KB
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webgl_loader_gltf_anisotropy.h...
3.3
KB
-rw-r--r--
webgl_loader_gltf_avif.html
2.84
KB
-rw-r--r--
webgl_loader_gltf_compressed.h...
3.89
KB
-rw-r--r--
webgl_loader_gltf_instancing.h...
3.37
KB
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webgl_loader_gltf_iridescence....
3.29
KB
-rw-r--r--
webgl_loader_gltf_lights.html
3.45
KB
-rw-r--r--
webgl_loader_gltf_sheen.html
3.43
KB
-rw-r--r--
webgl_loader_gltf_transmission...
3.74
KB
-rw-r--r--
webgl_loader_gltf_variants.htm...
5.19
KB
-rw-r--r--
webgl_loader_ifc.html
3.64
KB
-rw-r--r--
webgl_loader_imagebitmap.html
3.77
KB
-rw-r--r--
webgl_loader_kmz.html
2.51
KB
-rw-r--r--
webgl_loader_ldraw.html
9.59
KB
-rw-r--r--
webgl_loader_lwo.html
3.23
KB
-rw-r--r--
webgl_loader_md2.html
7.47
KB
-rw-r--r--
webgl_loader_md2_control.html
7.6
KB
-rw-r--r--
webgl_loader_mdd.html
2.47
KB
-rw-r--r--
webgl_loader_mmd.html
5.63
KB
-rw-r--r--
webgl_loader_mmd_audio.html
4.96
KB
-rw-r--r--
webgl_loader_mmd_pose.html
6.02
KB
-rw-r--r--
webgl_loader_nrrd.html
5.37
KB
-rw-r--r--
webgl_loader_obj.html
3.15
KB
-rw-r--r--
webgl_loader_obj_mtl.html
2.92
KB
-rw-r--r--
webgl_loader_pcd.html
2.7
KB
-rw-r--r--
webgl_loader_pdb.html
6.82
KB
-rw-r--r--
webgl_loader_ply.html
4.83
KB
-rw-r--r--
webgl_loader_stl.html
5.59
KB
-rw-r--r--
webgl_loader_svg.html
6.61
KB
-rw-r--r--
webgl_loader_texture_dds.html
7.62
KB
-rw-r--r--
webgl_loader_texture_exr.html
3.01
KB
-rw-r--r--
webgl_loader_texture_hdr.html
2.82
KB
-rw-r--r--
webgl_loader_texture_ktx.html
4.82
KB
-rw-r--r--
webgl_loader_texture_ktx2.html
5.13
KB
-rw-r--r--
webgl_loader_texture_logluv.ht...
2.57
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-rw-r--r--
webgl_loader_texture_lottie.ht...
3.57
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webgl_loader_texture_pvrtc.htm...
6.04
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-rw-r--r--
webgl_loader_texture_rgbm.html
2.58
KB
-rw-r--r--
webgl_loader_texture_tga.html
3.32
KB
-rw-r--r--
webgl_loader_texture_tiff.html
2.86
KB
-rw-r--r--
webgl_loader_tilt.html
2.5
KB
-rw-r--r--
webgl_loader_ttf.html
6.52
KB
-rw-r--r--
webgl_loader_usdz.html
2.54
KB
-rw-r--r--
webgl_loader_vox.html
3.58
KB
-rw-r--r--
webgl_loader_vrml.html
3.59
KB
-rw-r--r--
webgl_loader_vtk.html
4.34
KB
-rw-r--r--
webgl_loader_xyz.html
2.53
KB
-rw-r--r--
webgl_lod.html
3.44
KB
-rw-r--r--
webgl_marchingcubes.html
9.15
KB
-rw-r--r--
webgl_materials_alphahash.html
5.33
KB
-rw-r--r--
webgl_materials_blending.html
4.85
KB
-rw-r--r--
webgl_materials_blending_custo...
6.94
KB
-rw-r--r--
webgl_materials_bumpmap.html
4.16
KB
-rw-r--r--
webgl_materials_car.html
6.29
KB
-rw-r--r--
webgl_materials_channels.html
8.87
KB
-rw-r--r--
webgl_materials_cubemap.html
4.33
KB
-rw-r--r--
webgl_materials_cubemap_dynami...
4.14
KB
-rw-r--r--
webgl_materials_cubemap_mipmap...
4.27
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-rw-r--r--
webgl_materials_cubemap_refrac...
4.4
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-rw-r--r--
webgl_materials_cubemap_render...
7.19
KB
-rw-r--r--
webgl_materials_curvature.html
9.61
KB
-rw-r--r--
webgl_materials_displacementma...
6.37
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-rw-r--r--
webgl_materials_envmaps.html
3.96
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-rw-r--r--
webgl_materials_envmaps_exr.ht...
5.37
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-rw-r--r--
webgl_materials_envmaps_ground...
5.49
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-rw-r--r--
webgl_materials_envmaps_hdr.ht...
6.46
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-rw-r--r--
webgl_materials_lightmap.html
3.28
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-rw-r--r--
webgl_materials_matcap.html
5.87
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-rw-r--r--
webgl_materials_modified.html
3.92
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-rw-r--r--
webgl_materials_normalmap.html
5.87
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-rw-r--r--
webgl_materials_normalmap_obje...
3.17
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-rw-r--r--
webgl_materials_physical_clear...
6.48
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-rw-r--r--
webgl_materials_physical_trans...
5.72
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-rw-r--r--
webgl_materials_physical_trans...
7.3
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-rw-r--r--
webgl_materials_subsurface_sca...
6.46
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-rw-r--r--
webgl_materials_texture_anisot...
5.58
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-rw-r--r--
webgl_materials_texture_canvas...
3.76
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webgl_materials_texture_filter...
7.26
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-rw-r--r--
webgl_materials_texture_manual...
7.9
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-rw-r--r--
webgl_materials_texture_partia...
3.58
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-rw-r--r--
webgl_materials_texture_rotati...
4.47
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-rw-r--r--
webgl_materials_toon.html
5.31
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-rw-r--r--
webgl_materials_video.html
6.48
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-rw-r--r--
webgl_materials_video_webcam.h...
3.23
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-rw-r--r--
webgl_materials_wireframe.html
4.49
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-rw-r--r--
webgl_math_obb.html
5.97
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-rw-r--r--
webgl_math_orientation_transfo...
3.42
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-rw-r--r--
webgl_mirror.html
6.49
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-rw-r--r--
webgl_modifier_curve.html
5.2
KB
-rw-r--r--
webgl_modifier_curve_instanced...
5.92
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-rw-r--r--
webgl_modifier_edgesplit.html
4.98
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-rw-r--r--
webgl_modifier_simplifier.html
3.21
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-rw-r--r--
webgl_modifier_subdivision.htm...
9.14
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-rw-r--r--
webgl_modifier_tessellation.ht...
5.24
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-rw-r--r--
webgl_morphtargets.html
4.69
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-rw-r--r--
webgl_morphtargets_face.html
4.1
KB
-rw-r--r--
webgl_morphtargets_horse.html
3.42
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-rw-r--r--
webgl_morphtargets_sphere.html
3.75
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-rw-r--r--
webgl_morphtargets_webcam.html
8.23
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-rw-r--r--
webgl_multiple_elements.html
5.65
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-rw-r--r--
webgl_multiple_elements_text.h...
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Code Editor : misc_exporter_gltf.html
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - exporter - gltf</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> </head> <body> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - gltf </div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js'; import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; function exportGLTF( input ) { const gltfExporter = new GLTFExporter(); const options = { trs: params.trs, onlyVisible: params.onlyVisible, binary: params.binary, maxTextureSize: params.maxTextureSize }; gltfExporter.parse( input, function ( result ) { if ( result instanceof ArrayBuffer ) { saveArrayBuffer( result, 'scene.glb' ); } else { const output = JSON.stringify( result, null, 2 ); console.log( output ); saveString( output, 'scene.gltf' ); } }, function ( error ) { console.log( 'An error happened during parsing', error ); }, options ); } const link = document.createElement( 'a' ); link.style.display = 'none'; document.body.appendChild( link ); // Firefox workaround, see #6594 function save( blob, filename ) { link.href = URL.createObjectURL( blob ); link.download = filename; link.click(); // URL.revokeObjectURL( url ); breaks Firefox... } function saveString( text, filename ) { save( new Blob( [ text ], { type: 'text/plain' } ), filename ); } function saveArrayBuffer( buffer, filename ) { save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename ); } let container; let camera, object, object2, material, geometry, scene1, scene2, renderer; let gridHelper, sphere, model, coffeemat; const params = { trs: false, onlyVisible: true, binary: false, maxTextureSize: 4096, exportScene1: exportScene1, exportScenes: exportScenes, exportSphere: exportSphere, exportModel: exportModel, exportObjects: exportObjects, exportSceneObject: exportSceneObject, exportCompressedObject: exportCompressedObject, }; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); // Make linear gradient texture const data = new Uint8ClampedArray( 100 * 100 * 4 ); for ( let y = 0; y < 100; y ++ ) { for ( let x = 0; x < 100; x ++ ) { const stride = 4 * ( 100 * y + x ); data[ stride ] = Math.round( 255 * y / 99 ); data[ stride + 1 ] = Math.round( 255 - 255 * y / 99 ); data[ stride + 2 ] = 0; data[ stride + 3 ] = 255; } } const gradientTexture = new THREE.DataTexture( data, 100, 100, THREE.RGBAFormat ); gradientTexture.minFilter = THREE.LinearFilter; gradientTexture.magFilter = THREE.LinearFilter; gradientTexture.needsUpdate = true; scene1 = new THREE.Scene(); scene1.name = 'Scene1'; // --------------------------------------------------------------------- // Perspective Camera // --------------------------------------------------------------------- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.set( 600, 400, 0 ); camera.name = 'PerspectiveCamera'; scene1.add( camera ); // --------------------------------------------------------------------- // Ambient light // --------------------------------------------------------------------- const ambientLight = new THREE.AmbientLight( 0xcccccc ); ambientLight.name = 'AmbientLight'; scene1.add( ambientLight ); // --------------------------------------------------------------------- // DirectLight // --------------------------------------------------------------------- const dirLight = new THREE.DirectionalLight( 0xffffff, 3 ); dirLight.target.position.set( 0, 0, - 1 ); dirLight.add( dirLight.target ); dirLight.lookAt( - 1, - 1, 0 ); dirLight.name = 'DirectionalLight'; scene1.add( dirLight ); // --------------------------------------------------------------------- // Grid // --------------------------------------------------------------------- gridHelper = new THREE.GridHelper( 2000, 20, 0xc1c1c1, 0x8d8d8d ); gridHelper.position.y = - 50; gridHelper.name = 'Grid'; scene1.add( gridHelper ); // --------------------------------------------------------------------- // Axes // --------------------------------------------------------------------- const axes = new THREE.AxesHelper( 500 ); axes.name = 'AxesHelper'; scene1.add( axes ); // --------------------------------------------------------------------- // Simple geometry with basic material // --------------------------------------------------------------------- // Icosahedron const mapGrid = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' ); mapGrid.wrapS = mapGrid.wrapT = THREE.RepeatWrapping; mapGrid.colorSpace = THREE.SRGBColorSpace; material = new THREE.MeshBasicMaterial( { color: 0xffffff, map: mapGrid } ); object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 0 ), material ); object.position.set( - 200, 0, 200 ); object.name = 'Icosahedron'; scene1.add( object ); // Octahedron material = new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } ); object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 1 ), material ); object.position.set( 0, 0, 200 ); object.name = 'Octahedron'; scene1.add( object ); // Tetrahedron material = new THREE.MeshBasicMaterial( { color: 0xff0000, transparent: true, opacity: 0.5 } ); object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material ); object.position.set( 200, 0, 200 ); object.name = 'Tetrahedron'; scene1.add( object ); // --------------------------------------------------------------------- // Buffered geometry primitives // --------------------------------------------------------------------- // Sphere material = new THREE.MeshStandardMaterial( { color: 0xffff00, metalness: 0.5, roughness: 1.0, flatShading: true } ); material.map = gradientTexture; sphere = new THREE.Mesh( new THREE.SphereGeometry( 70, 10, 10 ), material ); sphere.position.set( 0, 0, 0 ); sphere.name = 'Sphere'; scene1.add( sphere ); // Cylinder material = new THREE.MeshStandardMaterial( { color: 0xff00ff, flatShading: true } ); object = new THREE.Mesh( new THREE.CylinderGeometry( 10, 80, 100 ), material ); object.position.set( 200, 0, 0 ); object.name = 'Cylinder'; scene1.add( object ); // TorusKnot material = new THREE.MeshStandardMaterial( { color: 0xff0000, roughness: 1 } ); object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 15, 40, 10 ), material ); object.position.set( - 200, 0, 0 ); object.name = 'Cylinder'; scene1.add( object ); // --------------------------------------------------------------------- // Hierarchy // --------------------------------------------------------------------- const mapWood = new THREE.TextureLoader().load( 'textures/hardwood2_diffuse.jpg' ); material = new THREE.MeshStandardMaterial( { map: mapWood, side: THREE.DoubleSide } ); object = new THREE.Mesh( new THREE.BoxGeometry( 40, 100, 100 ), material ); object.position.set( - 200, 0, 400 ); object.name = 'Cube'; scene1.add( object ); object2 = new THREE.Mesh( new THREE.BoxGeometry( 40, 40, 40, 2, 2, 2 ), material ); object2.position.set( 0, 0, 50 ); object2.rotation.set( 0, 45, 0 ); object2.name = 'SubCube'; object.add( object2 ); // --------------------------------------------------------------------- // Groups // --------------------------------------------------------------------- const group1 = new THREE.Group(); group1.name = 'Group'; scene1.add( group1 ); const group2 = new THREE.Group(); group2.name = 'subGroup'; group2.position.set( 0, 50, 0 ); group1.add( group2 ); object2 = new THREE.Mesh( new THREE.BoxGeometry( 30, 30, 30 ), material ); object2.name = 'Cube in group'; object2.position.set( 0, 0, 400 ); group2.add( object2 ); // --------------------------------------------------------------------- // THREE.Line Strip // --------------------------------------------------------------------- geometry = new THREE.BufferGeometry(); let numPoints = 100; let positions = new Float32Array( numPoints * 3 ); for ( let i = 0; i < numPoints; i ++ ) { positions[ i * 3 ] = i; positions[ i * 3 + 1 ] = Math.sin( i / 2 ) * 20; positions[ i * 3 + 2 ] = 0; } geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); object = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) ); object.position.set( - 50, 0, - 200 ); scene1.add( object ); // --------------------------------------------------------------------- // THREE.Line Loop // --------------------------------------------------------------------- geometry = new THREE.BufferGeometry(); numPoints = 5; const radius = 70; positions = new Float32Array( numPoints * 3 ); for ( let i = 0; i < numPoints; i ++ ) { const s = i * Math.PI * 2 / numPoints; positions[ i * 3 ] = radius * Math.sin( s ); positions[ i * 3 + 1 ] = radius * Math.cos( s ); positions[ i * 3 + 2 ] = 0; } geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); object = new THREE.LineLoop( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) ); object.position.set( 0, 0, - 200 ); scene1.add( object ); // --------------------------------------------------------------------- // THREE.Points // --------------------------------------------------------------------- numPoints = 100; const pointsArray = new Float32Array( numPoints * 3 ); for ( let i = 0; i < numPoints; i ++ ) { pointsArray[ 3 * i ] = - 50 + Math.random() * 100; pointsArray[ 3 * i + 1 ] = Math.random() * 100; pointsArray[ 3 * i + 2 ] = - 50 + Math.random() * 100; } const pointsGeo = new THREE.BufferGeometry(); pointsGeo.setAttribute( 'position', new THREE.BufferAttribute( pointsArray, 3 ) ); const pointsMaterial = new THREE.PointsMaterial( { color: 0xffff00, size: 5 } ); const pointCloud = new THREE.Points( pointsGeo, pointsMaterial ); pointCloud.name = 'Points'; pointCloud.position.set( - 200, 0, - 200 ); scene1.add( pointCloud ); // --------------------------------------------------------------------- // Ortho camera // --------------------------------------------------------------------- const cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 0.1, 10 ); scene1.add( cameraOrtho ); cameraOrtho.name = 'OrthographicCamera'; material = new THREE.MeshLambertMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material ); object.position.set( 200, 0, - 400 ); scene1.add( object ); object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material ); object.position.set( 0, 0, - 400 ); scene1.add( object ); object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material ); object.position.set( - 200, 0, - 400 ); scene1.add( object ); // const points = []; for ( let i = 0; i < 50; i ++ ) { points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) ); } object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material ); object.position.set( 200, 0, 400 ); scene1.add( object ); // --------------------------------------------------------------------- // Big red box hidden just for testing `onlyVisible` option // --------------------------------------------------------------------- material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); object = new THREE.Mesh( new THREE.BoxGeometry( 200, 200, 200 ), material ); object.position.set( 0, 0, 0 ); object.name = 'CubeHidden'; object.visible = false; scene1.add( object ); // --------------------------------------------------------------------- // Model requiring KHR_mesh_quantization // --------------------------------------------------------------------- const loader = new GLTFLoader(); loader.load( 'models/gltf/ShaderBall.glb', function ( gltf ) { model = gltf.scene; model.scale.setScalar( 50 ); model.position.set( 200, - 40, - 200 ); scene1.add( model ); } ); // --------------------------------------------------------------------- // 2nd THREE.Scene // --------------------------------------------------------------------- scene2 = new THREE.Scene(); object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), material ); object.position.set( 0, 0, 0 ); object.name = 'Cube2ndScene'; scene2.name = 'Scene2'; scene2.add( object ); // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1; container.appendChild( renderer.domElement ); // window.addEventListener( 'resize', onWindowResize ); // --------------------------------------------------------------------- // Exporting compressed textures and meshes (KTX2 / Draco / Meshopt) // --------------------------------------------------------------------- const ktx2Loader = new KTX2Loader() .setTranscoderPath( 'jsm/libs/basis/' ) .detectSupport( renderer ); const gltfLoader = new GLTFLoader().setPath( 'models/gltf/' ); gltfLoader.setKTX2Loader( ktx2Loader ); gltfLoader.setMeshoptDecoder( MeshoptDecoder ); gltfLoader.load( 'coffeemat.glb', function ( gltf ) { gltf.scene.position.x = 400; gltf.scene.position.z = - 200; scene1.add( gltf.scene ); coffeemat = gltf.scene; } ); // const gui = new GUI(); let h = gui.addFolder( 'Settings' ); h.add( params, 'trs' ).name( 'Use TRS' ); h.add( params, 'onlyVisible' ).name( 'Only Visible Objects' ); h.add( params, 'binary' ).name( 'Binary (GLB)' ); h.add( params, 'maxTextureSize', 2, 8192 ).name( 'Max Texture Size' ).step( 1 ); h = gui.addFolder( 'Export' ); h.add( params, 'exportScene1' ).name( 'Export Scene 1' ); h.add( params, 'exportScenes' ).name( 'Export Scene 1 and 2' ); h.add( params, 'exportSphere' ).name( 'Export Sphere' ); h.add( params, 'exportModel' ).name( 'Export Model' ); h.add( params, 'exportObjects' ).name( 'Export Sphere With Grid' ); h.add( params, 'exportSceneObject' ).name( 'Export Scene 1 and Object' ); h.add( params, 'exportCompressedObject' ).name( 'Export Coffeemat (from compressed data)' ); gui.open(); } function exportScene1() { exportGLTF( scene1 ); } function exportScenes() { exportGLTF( [ scene1, scene2 ] ); } function exportSphere() { exportGLTF( sphere ); } function exportModel() { exportGLTF( model ); } function exportObjects() { exportGLTF( [ sphere, gridHelper ] ); } function exportSceneObject() { exportGLTF( [ scene1, gridHelper ] ); } function exportCompressedObject() { exportGLTF( [ coffeemat ] ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function animate() { requestAnimationFrame( animate ); render(); } function render() { const timer = Date.now() * 0.0001; camera.position.x = Math.cos( timer ) * 800; camera.position.z = Math.sin( timer ) * 800; camera.lookAt( scene1.position ); renderer.render( scene1, camera ); } </script> </body> </html>
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