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README.md

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- `GLTF WebGPU` viewer can also be used to optimize and compress GLTF / GLB models
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- Mobile versions of these 3 viewers are available but not properly tested yet
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- Standalone versions of `GLTF WebGPU` and `OBJ+MTL WebGPU` viewers are available in the `viewers/webgpu/` folder:
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- These viewers are using official three.js imports
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- Export functionality is not included in these viewers
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- Emissive bloom post processing effect, the `PP` button, is currently available in both standalone and desktop versions of GLTF and OBJ+MTL WebGPU viewers:
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- These standalone viewers are using official three.js imports
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- Export functionality is not included in these standalone viewers
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- Emissive bloom post processing effect is currently available in both standalone and desktop versions of GLTF and OBJ+MTL WebGPU viewers (represented with the `PP` button):
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- This emissive bloom effect can only be applied to a model which has a built-in emissive component
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- It should only work with an unmodified originally loaded model:
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- Manipulating any of the following will disable the bloom effect until their initial values are restored:
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- `material side`, `flatShading`, `random vertex colors` and `xtra smooth`
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- Memory handling should be good, relatively speaking:
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- With every next model loaded the previous model geometries / materials are being disposed of
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- Viewers are webpages so it might be easier to refresh the whole page before loading the next model
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- Viewers are webpages so it might be easier to just refresh the whole page before loading the next model
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- Desktop viewers should be usable on as low as 800 x 600 screen resolution:
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- Page zoom might need to be adjusted to keep controls uncluttered
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- There is a full-screen switching button which can also help or just use your browser shortcut keys
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- 640 x 480 screen resoultion should also work but might present a limited workspace and visibility
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- Workaround for any low resolution is to use stripped down and mobile friendly viewers instead
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- Workaround for any low desktop resolution is to use stripped down and mobile friendly viewers instead
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- Different [three.js](https://github.com/mrdoob/three.js) revisions are used throughout and with lots of customized code:
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- Applicable to desktop usage - most viewers page title, when visible, should show what three.js revision is being used
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- Applicable to desktop usage - the page title of most viewers, when visible, should show what three.js revision is being used
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- Most viewers currently use `importmap` and `module` imports:
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- If, for whatever reason, you might need a `non-module` version of three.js files then consider using the [Demoduler](https://boytchev.github.io/demoduler/) which might have some limitations
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- Error handling narrows down to showing the `ERROR!` message so check the console output for details
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- If applicable, will support exporting morph animations but will not export other animations
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- Some viewers also offer setting the following exported textures features:
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- Resolution: 128, 256, 512, 768, 1k, 1.2k, 1.5k, 1.7k, 2k, 3k, 4k
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- Y-flip, which is intended for 3DM / DAE / OBJ / USDZ exports
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- Y-flip, which is intended for `3DM`, `DAE`, `OBJ` and `USDZ` exports
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- ASSIMP, GLTF and GLTFS viewers can also export model maps (textures) only, defaulting to PNG if no other format is selected
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- PDB Viewer will export all visible objects, any combination of `atoms` and `bonds` and `labels`
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- GLTFS Viewer seems to do OK job in exporting still models with `pbrSpecularGlossiness` but would suggest that you use [gltf.report](https://gltf.report/) instead
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- It could possibly open and export current three.js JSON format, with limitations of r111
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- Some animations and/or skeletons might be off or missing
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- GLTF / FBX / DAE viewers will also include animations to exported JSON format
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- 3DS viewer is using MeshPhysicalMaterial instead of MeshPhongMaterial
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- Multiple viewers will also try mapping any valid `BGND` image as equirectangular when `Eq` is enabled:
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- PDB Viewer is using `lil-gui` as a passive `Atoms Legend` display:
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- It will provide additional per atom info on mouse hover in desktop viewer
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- Rely on this to reference atoms in the molecule by using their color:
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- Enabling atoms `labels` instead will slow down the rendering when a molecule has a large number of atoms
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- 3DS Viewer is using MeshPhysicalMaterial instead of MeshPhongMaterial
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- Multiple desktop viewers will also try mapping any valid `BGND` image as equirectangular when `Eq` is enabled:
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- Maybe download the following three.js examples and load either of them locally via the `BGND` file input:
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- [land_ocean_ice_cloud_2048.jpg](https://github.com/mrdoob/three.js/blob/dev/examples/textures/land_ocean_ice_cloud_2048.jpg)
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- [2294472375_24a3b8ef46_o.jpg](https://github.com/mrdoob/three.js/blob/dev/examples/textures/2294472375_24a3b8ef46_o.jpg)

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