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History / 3D Loading glTF and GLB Scenes

Revisions

  • 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 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 obiot committed Aug 5, 2026
  • 3D loading: document Tier-2 material features (texture filter, unlit, alpha cutout, emissive)

    @obiot 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 obiot committed Jun 20, 2026
  • 3D wiki: reformat support tables to feature → ✅/❌ + notes; correct glTF transparency/tangents accuracy

    @obiot 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 obiot committed Jun 19, 2026
  • 3D docs: glTF node animation (GLTFModel) + external textures/buffers + texture wrap; Sprite-aligned play/pause/stop

    @obiot 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 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 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 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 obiot committed Jun 17, 2026