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scriptc/docs/content/limitations/three-js.mdx
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Chris Tate 7e99752246 Split the Limitations page into partials
docs/content/docs/limitations.mdx now holds the frontmatter, the
headings, the anchor spans and one <include> line per partial. The text
moves unchanged to docs/content/limitations/: one file per labeled
bullet (<section>/<label>.mdx) and one per section's other text
(<section>.mdx). Edits to different bullets no longer touch adjacent
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remarkDocsConventions splices the included partials into the page and
joins the lists that consecutive bullet partials contribute, so the page,
its Markdown twin and the search index render as before. The route tests
read the page with its partials inlined. A page that includes partials
takes its last-modified date, used by the sitemap, from the newest commit
to the page or any of its partials.

docs/scripts/limitations-partials.mjs joins the partials back into one
file, splits a single-file page, and merges a branch's edits to the
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With `--npm-static=three`, native and WASI builds support published package imports and tested CPU workflows for math, bounds, procedural geometry, curves, shapes, extrusion, text geometry, scene graphs, cameras, lights, materials, textures, and render-target data. Mesh workflows include instancing, batching, morph targets, skeletal deformation, LOD, and sprites. Raycasting includes mesh intersections, sorted results, recursive traversal, layers, distance limits, camera rays, lines, and points.
Animation coverage includes tracks, clips, property binding, mixer playback, blending, and fading. In-memory loading covers scene, material, geometry, and animation JSON, OBJ, STL, PLY, and self-contained glTF/GLB scenes with buffers, PBR material data, and animation. This establishes the exercised workflows, not every loader extension or overload.
Tested CPU graph construction from `three/webgpu` and `three/tsl` includes scalar/vector nodes, mutable uniforms, `Fn` layouts and calls, and `MeshBasicNodeMaterial` data.
WebGL/WebGPU rendering, DOM controls, image and video resources, audio, and worker-based decoders require external host bindings. A browser or native application can render geometry and material state produced by a compiled library and receive its resource lifecycle notifications. Compressed model and texture decoding belongs to that host; shader execution and rendered output are outside the CPU coverage described here.