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@larsmoa larsmoa released this 15 Sep 09:36
· 2265 commits to master since this release
30ba970

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.