larsmoa
released this
15 Sep 09:36
·
2265 commits
to master
since this release
Reveal comes with ThreeJS embedded so you do not have this as a dependency in your project. If you still want to have it as a direct dependency, it must match the version used by Reveal (r141). You can also use three.js version exported by Reveal as import { THREE } from '@cognite/reveal.
🚀 Features
- feat: enable changing camera manager in runtime (#2393)
- feat: add option to Cognite3DViewer to override resolution cap (#2381)
- feat: point to point measurement (#2100)
- feat: add point blending effect for point cloud rendering (#2362)
- feat: avoid stalling rendering by adding asynchronous picking (#2191)
🐞 Bug fixes and enhancements
- improvement: increased default budget for point clouds (#2435)
- improvement: refactoring and some performance optimizations for point cloud picking (#2275)
- improvement: better error message when adding model fails (#2266)
- improvement: manually loop unroll in shader to improve performance (#2265)
- improvement: hide/show HTML overlay elements (#2240)
- improvement: update dependency three to v0.141.0 (#2234)
- fix: remove TreeIndex interpolation in fragment shaders (#2364)
- fix: issue causing AssetNodeCollection.getAreas() to return coordinates in "CDF space" and not "ThreeJS space" (#2424)
- fix: redraw point cloud on classification change (#2434)
- fix: make point cloud octree load LODs automatically (#2295)
- fix: make zoomToCursor camera mode to properly work with asynchronous picking (#2405)
- fix: downscale default resolution threshold on mobile devices by its device pixel ratio (#2429)
- fix: issue with old frames being visible in highlighted objects (#2425)
- fix: properly dispose old classification texture when creating a new one (#2420)
- fix: set minimum point size to 1 (from 2) and add visual test for fixed size (#2419)
- fix: round calculation of drawing buffer size to an integer (#2401)
- fix: wrong resolve of viewer symlink (#2387)
- fix: remove build viewer dependency and download viewer step for unit tests (#2386)
- fix: keyboard events dispose for inputHandler (#2383)
- fix: incorrectly setting device pixel ratio with respect to domElement size (#2361)
- fix: sector parser test now properly computes color data override texture (#2365)
- fix: make sure screen distance min/max accumulates properly (#2316)
- fix: sector repository gracefully handle sectors loader errors (#2257)
- fix: incorrect node transform override on certain boundary conditions (#2256)
- fix: elements position in HTMLOverlay when visibility is changed from hide to show (#2251)
- fix: in-front objects incorrectly blending with background (#2248)
- fix: mobile default settings should not include ssao, add iPad fix (#2239)
- chore: allow passing arguments to jest when running visual tests (#2421)
- chore: purge unused examples and all references to /internals from examples (#2397)
- chore: bump to Webpack 5 (#2244)
📖 Documentation
- doc: use default point size (#2436)
- doc: show bounds of matched nodes in example for SinglePropertyFilterNodeCollection (#2427)
- doc: remove Geomap tool from documentation (#2430)
- doc: remove doc for GLTF previews as we deprecate the feature (#2357)
Known issues
- Very low framerate on certain iOS devices. This is caused by low performance when using
flat
varying in GLSL with Webkit. A workaround for the problem is to disable WebGL Metal backend in Safari settings. - Safari on M1 Mac have same issue. Chrome and other browsers work fine. Intel Macs are not affected.
- Point cloud rendered as black when "point blending" is enabled on iOS.