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Three.js Daily
@threejsdaily
I post Three.js you can actually click. Here to help devs grow. Unofficial. Not the three.js account.
加入 August 2026
33 正在关注    51 粉丝
Gaussian splats just stopped being an addon experiment and became a first-class path in Three.js. r186 ships the full loop: TSL renderer and loader, glTF import, raycasting on the points, SPZ v4, view-dependent spherical harmonics. Same engine as your meshes, second rendering paradigm inside it. SunLight with cascaded shadows lands on WebGL and WebGPU. MeshPhysicalMaterial picks up retroreflectivity, the cat-eye bounce for signs and tape. WebGPU/WebXR got the unglamorous fixes that matter in production: XR MSAA, transmission in headset runs, async compute compiles that do not stall the frame. Housekeeping that will ping your project: Object3D.dispose(), async Renderer.dispose(), and PCFSoftShadowMap is gone. If shadows look wrong after the bump, start there.
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