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Each limitations partial held its whole text on one line (map-and-set.mdx was a single 1,080-character line), so any two edits to the same partial conflicted. The partials now put one sentence per line, with a bullet's continuation lines indented two spaces. Markdown joins the lines, so the rendered pages are unchanged. scripts/limitations-partials.mjs reads a labeled bullet's indented continuation lines as part of the bullet when it splits and joins the page, and AGENTS.md states the convention.
14 lines
1.4 KiB
Plaintext
14 lines
1.4 KiB
Plaintext
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.
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Mesh workflows include instancing, batching, morph targets, skeletal deformation, LOD, and sprites.
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Raycasting includes mesh intersections, sorted results, recursive traversal, layers, distance limits, camera rays, lines, and points.
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Animation coverage includes tracks, clips, property binding, mixer playback, blending, and fading.
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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.
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This establishes the exercised workflows, not every loader extension or overload.
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Tested CPU graph construction from `three/webgpu` and `three/tsl` includes scalar/vector nodes, mutable uniforms, `Fn` layouts and calls, and `MeshBasicNodeMaterial` data.
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WebGL/WebGPU rendering, DOM controls, image and video resources, audio, and worker-based decoders require external host bindings.
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A browser or native application can render geometry and material state produced by a compiled library and receive its resource lifecycle notifications.
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Compressed model and texture decoding belongs to that host; shader execution and rendered output are outside the CPU coverage described here.
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