v1.8.0
Features
🆕 You can now select your power preference for dual GPU machines (default is "high-performance"; choose "low-power" to avoid a slight UX hitch on tab switch if your element is small enough to not heavily tax the GPU): #2656
🆕 WebXR UX: now in AR the model can be interacted with before it is placed on the floor/wall: #2606
🆕 Added doubleSided
, alphaMode
, and alphaCutoff
to the scene-graph API: #2616
🆕 Added createTexture()
and setTexture()
to the scene-graph API: #2505
🆕 Added createThumbnail(width, height)
method to extract the contents of textures: #2566
🆕 We now properly export the glTF variants extension. Thanks @takahirox! #2544
🆕 You can now opt-in to use AR lighting estimation in WebXR mode. Thanks @takahirox! #2471
Bugfixes
- Fixed black models on GL context loss: #2657
- Don't show the AR button when there is no
src
: #2639 - Fixed a long-standing memory leak. Thanks @ukito-pl! #2600
- Fixed framing of quantized models: #2463
Other notable changes
- Updated to Three.js r131.2
- With the Three.js update we now support most of the new PBRNext glTF extensions. We're still working through some bugs, but you can check our current render fidelity status here.
Editor
- Major refactor of the editor, removing a large chunk of the code base in favor of using
<model-viewer>
's scene-graph API. As a part of this many bugs were fixed and several UX changes were made, notably you can now load glTF in addition to GLB and KTX2 textures don't throw an error. Also, thanks to auto-generation you can see your glTF in AR on iOS without uploading a separate USDZ. #2469