MeshLine Mesh replacement for THREE.Line.Instead of using GL_LINE, it uses a strip of triangles billboarded. Include script after THREE is included <script src=”THREE.MeshLine.js”></script> or use npm to install it npm i three.meshline and include it in your code (don’t forget to require three.js) const THREE = require(‘three’); const MeshLine = require(‘three.meshline’).MeshLine; const MeshLineMaterial = require(‘three.meshline’).MeshLineMaterial; const… Continue reading MeshLine
Tag: threejs
Quarks
three.quarks three.quarks is a high-performance javascript particle system based visual effect library for threejs written in modern TypeScript. three.quarks computes most particle information on CPU, and it uses customized shader , instancing, batch techniques to render those particles with as few draw calls as possible. three.quarks supports one dimension piecewise Bézier curves for the customizable transform visual… Continue reading Quarks
Threlte in Threejs
Threlte Threlte is a Svelte library that simplifies creating 3D apps for the web. It provides a declarative, type-safe, reactive and interactive API out-of-the-box. Threlte’s 3D rendering is powered by Three.js, and it also provides a physics engine through Rapier and an animation studio via Theatre.js Threlte is comprised of six distinct packages to allow you to import only what you need: @threlte/core provides declarative and transparent Svelte binding to Three.js. @threlte/extras boosts productivity with assorted… Continue reading Threlte in Threejs
Troika Text
Troika Text (troika-three-text) is a modern text-rendering library for Three.js that takes the best features of BMFonts and makes them more accessible. It supports rendering text directly from .TTF or .WOFF font files, eliminating the need for pre-generating glyphs or bitmap textures. It uses signed distance fields (SDF) for high-quality anti-aliased text that scales smoothly… Continue reading Troika Text
Dispose Objects in Threejs
Dispose of objects One important aspect in order to improve performance and avoid memory leaks in your application is the disposal of unused library entities. Whenever you create an instance of a three.js type, you allocate a certain amount of memory. However, three.js creates for specific objects like geometries or materials WebGL related entities like buffers or shader programs… Continue reading Dispose Objects in Threejs
Bitmap Fonts (BMFonts)
Bitmap Fonts (BMFonts) allow you to render text as a series of glyphs (pre-rendered characters) packed into a single BufferGeometry. This method is highly optimized for performance because it batches all the glyphs into one draw call, significantly reducing the rendering load. You can also use Signed Distance Fields (SDF) to create sharp edges on… Continue reading Bitmap Fonts (BMFonts)
Text Geometry (THREE.TextGeometry)
TextGeometry is a native Three.js class that lets you create 3D text using a font file and display it in a scene. The text is fully rendered as a 3D object, meaning you can apply transformations (scale, rotation, position) and materials (textures, lighting, etc.) just like any other 3D mesh. The font needs to be… Continue reading Text Geometry (THREE.TextGeometry)
CSS2DRenderer and CSS3DRenderer
CSS2DRenderer and CSS3DRenderer are renderers designed for integrating HTML and DOM elements into a Three.js scene. Unlike the WebGL renderer that draws 3D objects directly, these renderers allow DOM elements (like divs and spans) to be placed and moved within the scene, making it possible to include traditional web elements like text, buttons, or even… Continue reading CSS2DRenderer and CSS3DRenderer
KeyframeTrack
A KeyframeTrack is a timed sequence of keyframes, which are composed of lists of times and related values, and which are used to animate a specific property of an object. For an overview of the different elements of the three.js animation system see the “Animation System” article in the “Next Steps” section of the manual. In… Continue reading KeyframeTrack
Color management
What is a color space? Every color space is a collection of several design decisions, chosen together to support a large range of colors while satisfying technical constraints related to precision and display technologies. When creating a 3D asset, or assembling 3D assets together into a scene, it is important to know what these properties… Continue reading Color management