Document ground shadows (#1515) and drop the stale 2.5D caveats
Working-in-3D gains a Ground shadows section (properties, the
three-level opt-in and its no-vertical-extent safeguard, cost, and the
Camera3d/GPU requirement); the glTF page documents the level.load
options; the 2.5D page's two caveats are both obsolete now that
anchorPoint: "bottom" and castGroundShadow exist.
obiot
committed
Aug 8, 2026
3D documentation refresh for 20.0: WebGPU parity, retained meshes, Light3d point/spot, custom mesh shaders
- Working-in-3D: new Retained-rendering and Lighting (Light3d) sections,
mipmaps/anisotropy under Texture filtering, GPU-backend framing,
Camera2d mesh projection corrected, split-screen camera note
- glTF/GLB scenes: point/spot lights now supported (+ examples), lights /
lightIntensityScale load options, authored light names, getGLTF fields
- Supported assets: GPU-backend framing, point/spot moved to supported
- Rendering-API: capability-flags table, retained drawMesh contract,
multi-material OBJ + MTL Ke corrected, WebGPU in renderer selection
- Shader-Effects: dual-language intro, fixed broken drawMesh example
(mesh.shader is the API), wgsl program assets, custom mesh shader section
- Upgrade-Guide: WebGPU/AUTO ladder, WebGLBatcher rename, Light3dBlock
layout change, model-space mesh shader contract
- Home: refreshed 3D/shader blurbs
obiot
committed
Aug 5, 2026
3D loading: document Tier-2 material features (texture filter, unlit, alpha cutout, emissive)
obiot
committed
Jun 20, 2026
3D wiki: use modern named-import API style (level.load / loader / game.world) instead of the legacy me.* namespace
obiot
committed
Jun 20, 2026
3D wiki: reformat support tables to feature → ✅/❌ + notes; correct glTF transparency/tangents accuracy
obiot
committed
Jun 20, 2026
3D lighting docs: Light3d is now a world Renderable (like Light2d) — drop LightingEnvironment; add in-game day/night manipulation example
obiot
committed
Jun 19, 2026
3D docs: glTF node animation (GLTFModel) + external textures/buffers + texture wrap; Sprite-aligned play/pause/stop
obiot
committed
Jun 19, 2026
Document glTF material colors + correct lighting status
- 3D-Loading-glTF-and-GLB-Scenes: add Materials & colors (baseColorFactor +
vertex colors COLOR_0); getGLTF descriptor now lists lights/normals/colors;
correct the limitations note (directional lighting supported; no transparency/
animation yet).
- 3D-Loading-and-Supported-Assets: lighting section now reflects directional
Light3d/LightingEnvironment support.
obiot
committed
Jun 19, 2026
Document glTF mesh lighting (Light3d / LightingEnvironment) + drop engine name-drops
- 3D-Loading-glTF-and-GLB-Scenes: add a Lighting section — auto-loaded
directional lights from KHR_lights_punctual, Light3d/LightingEnvironment
scripting, mesh.lit / lit batcher, support matrix, lux/ambient notes.
- Working-in-3D: reword the mesh-pivot note to drop external-engine names.
obiot
committed
Jun 18, 2026
Document glTF level-director API + mesh pivot/anchor (19.8)
- 3D-Loading-glTF-and-GLB-Scenes: lead with me.level.load(scene, {scale,
rightHanded, onLoaded}); options table; per-node center-split notes;
getGLTF demoted to inspection path; note glTF requires melonJS 19.8+.
- Working-in-3D: add 'Pivot — a mesh transforms about its local origin
(0,0,0)' under Meshes, with applyAnchorTransform + glTF/Three.js/pixi3d
framing.
obiot
committed
Jun 18, 2026
Split "Working in 3D" into a hub + focused subpages
Working in 3D had grown into one long page. Split it into a landing hub
(general concepts: opt-in, conventions, camera, meshes, follow) plus
dedicated pages, and link them from Home:
- 3D Loading and Supported Assets (OBJ/MTL + support/limitations matrices)
- 3D Loading glTF and GLB Scenes (Blender-authored scene import)
- 3D Spatial Queries (sphere / ray / frustum)
- 2.5D Games (Paper Mario-style recipe)
obiot
committed
Jun 17, 2026