Use BufferGeometry as a resource? #105
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Hi @oortlieb , I will need to implement that, for now as a workaround you can create the mesh manually and add into your groups or scenes e.g. <scene ref={mySceneRef} >
... and on myScene.add(new THREE.Mesh(myBufferGeometry, myMaterial)); |
@toxicFork Thanks for the info. Any estimate as to the level of effort and timeline for getting BufferGeometry support added? If it's not on your short-term road map, I might give it a shot myself. |
I have done a simple implementation in 306e777 which will allow you to create a buffer geometry and set the 4 attributes, when I have more time ( should be able to get back to work on more r3r stuff soon :D ) I'll be able to fix some other bugs and cut a new release with it :) Unfortunately no timeline since I can only work on this after work or in weekends when I am not occupied with other things |
Looks like it works -- thanks a ton! |
is this now part of the release? There is nothing in the docs. Or I should get this specific commit? I have exactly the same problem as @oortlieb |
Ah I haven't merged it to master yet but it should be in for the next release |
cool. can't wait. When is next release scheduled? |
Ah sorry I thought I had replied earlier... I was aiming for a release today but unfortunately I did not have much time. Current ETA for a release is sometime this week ( latest Thursday when I should have more time in the evening :) ) |
I should be able to do a release tomorrow evening :) On Sat, 22 Oct 2016, 20:28 Martins Untals, notifications@github.com wrote:
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I'm putting an application together that requires a number of geometry resources. Some of the imported geometries are fairly complex (500k vertices after merging). Three.js hangs when trying to convert these large BufferGeometry objects into Geometries, which I can place into resources.
Is there a way to add BufferGeometries to resources? Or is there an alternative to using Three.js's Geometry.fromBufferGeometry method?
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