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Releases: diarmidmackenzie/instanced-mesh

Bug fix for A-Frame 1.5.0+

27 Jul 09:10
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Fix for bug exposed by A-Frame 1.5.0:

  • Fix for static frustum culling when meshes created with no initial instanced in A-Frame 1.5.0+ (#43)

Bug Fix

25 Jul 13:26
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Bug fix:

  • Performance issue with empty instanced meshes, exposed in A-Frame 1.4.0 and later (detail)

Multi-colored instancing

08 Dec 13:43
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New features:

  • Support for Multiple colors on an instanced mesh
  • Performance improvements
  • New set of examples & showcase page

Bug fixes:

  • Fixes for frustrum culling on shared geometries
  • Fix problem where rendering lagged physics simulation by 1 frame.
  • Other minor bug fixes

Bug fixes & performance

02 Dec 09:54
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  • Fixed bugs when using GLTF models & "auto" update mode
  • Minor performance improvements when using GLTF models & "auto" update mode
  • New example to test complex GLTF model + "auto" update mode

Textures, raycasting, physics

01 Dec 13:06
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New features:

  • support for textures & env maps
  • support for raycasting
  • support for physics
  • automatic updates of member positions
  • examples to show all the above
  • performance improvements

Support multi-mesh GLTF models

06 Nov 14:20
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  • Support for GLTF models that contain multiple meshes
  • Handle transforms of sub-meshes within GLTF models
  • Handle movement and add/remove for multi-mesh
  • Testing & fixing for update support on instanced-mesh component
  • Examples now published to GitHub pages

Improved positioning flexibility

25 Jul 15:09
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  • Add support for new "positioning" parameter allowing either "local" or "world" positioning (details in README)
  • Publish on NPM for the first time.

Add layers support

03 May 13:34
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Allow configuration of which THREE.js layers the Instanced Mesh renders.

Add frustrum culling support

24 Feb 08:37
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Pre-release

This release adds support for Frustrum Culling.
Plus a few docs / test script updates.

Initial release

16 Feb 22:29
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Initial release Pre-release
Pre-release

1st version of these components. Some limitations, but meets all my needs for now, so packaging up what we have...