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@gltf-transform/functions

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@gltf-transform/functions - npm Package Compare versions

Comparing version 4.0.10 to 4.1.0

dist/uninstance.d.ts

1

dist/index.d.ts

@@ -39,2 +39,3 @@ export * from './center.js';

export * from './transform-primitive.js';
export * from './uninstance.js';
export * from './unlit.js';

@@ -41,0 +42,0 @@ export * from './unpartition.js';

2

dist/instance.d.ts

@@ -8,3 +8,3 @@ import { Transform } from '@gltf-transform/core';

/**
* Creates GPU instances (with `EXT_mesh_gpu_instancing`) for shared {@link Mesh} references. In
* Creates GPU instances (with {@link EXTMeshGPUInstancing}) for shared {@link Mesh} references. In
* engines supporting the extension, reused Meshes will be drawn with GPU instancing, greatly

@@ -11,0 +11,0 @@ * reducing draw calls and improving performance in many cases. If you're not sure that identical

@@ -44,6 +44,37 @@ import { Transform } from '@gltf-transform/core';

* Quantizes vertex attributes with `KHR_mesh_quantization`, reducing the size and memory footprint
* of the file.
* of the file. Conceptually, quantization refers to snapping values to regular intervals; vertex
* positions are snapped to a 3D grid, UVs to a 2D grid, and so on. When quantized to <= 16 bits,
* larger component types may be more compactly stored as 16-bit or 8-bit attributes.
*
* Often, it can be useful to quantize to precision lower than the maximum allowed by the component
* type. Positions quantized to 14 bits in a 16-bit accessor will occupy 16 bits in VRAM, but they
* can be compressed further for network compression with lossless encodings such as ZSTD.
*
* Vertex positions are shifted into [-1,1] or [0,1] range before quantization. Compensating for
* that shift, a transform is applied to the parent {@link Node}, or inverse bind matrices for a
* {@link Skin} if applicable. Materials using {@link KHRMaterialsVolume} are adjusted to maintain
* appearance. In future releases, UVs may also be transformed with {@link KHRTextureTransform}.
* Currently UVs outside of [0,1] range are not quantized.
*
* In most cases, quantization requires {@link KHRMeshQuantization}; the extension will be added
* automatically when `quantize()` is applied. When applying meshopt compression with
* {@link EXTMeshoptCompression}, quantization is usually applied before compression.
*
* Example:
*
* ```javascript
* import { quantize } from '@gltf-transform/functions';
*
* await document.transform(
* quantize({
* quantizePosition: 14,
* quantizeNormal: 10,
* }),
* );
* ```
*
* For the inverse operation, see {@link dequantize}.
*
* @category Transforms
*/
export declare function quantize(_options?: QuantizeOptions): Transform;
{
"name": "@gltf-transform/functions",
"version": "4.0.10",
"version": "4.1.0",
"repository": "github:donmccurdy/glTF-Transform",

@@ -38,4 +38,4 @@ "homepage": "https://gltf-transform.dev/functions.html",

"dependencies": {
"@gltf-transform/core": "^4.0.10",
"@gltf-transform/extensions": "^4.0.10",
"@gltf-transform/core": "^4.1.0",
"@gltf-transform/extensions": "^4.1.0",
"ktx-parse": "^0.7.1",

@@ -57,3 +57,3 @@ "ndarray": "^1.0.19",

},
"gitHead": "fca2821e10f3b6a609a4b5779229b04827fc6a76"
"gitHead": "5cebdbbaf10b2d8d3e2a410ad1360d23dfe4aaff"
}

@@ -45,2 +45,3 @@ export * from './center.js';

export * from './transform-primitive.js';
export * from './uninstance.js';
export * from './unlit.js';

@@ -47,0 +48,0 @@ export * from './unpartition.js';

@@ -17,3 +17,3 @@ import { Document, ILogger, MathUtils, Mesh, Node, Primitive, Transform, vec3, vec4 } from '@gltf-transform/core';

/**
* Creates GPU instances (with `EXT_mesh_gpu_instancing`) for shared {@link Mesh} references. In
* Creates GPU instances (with {@link EXTMeshGPUInstancing}) for shared {@link Mesh} references. In
* engines supporting the extension, reused Meshes will be drawn with GPU instancing, greatly

@@ -20,0 +20,0 @@ * reducing draw calls and improving performance in many cases. If you're not sure that identical

@@ -99,4 +99,35 @@ import {

* Quantizes vertex attributes with `KHR_mesh_quantization`, reducing the size and memory footprint
* of the file.
* of the file. Conceptually, quantization refers to snapping values to regular intervals; vertex
* positions are snapped to a 3D grid, UVs to a 2D grid, and so on. When quantized to <= 16 bits,
* larger component types may be more compactly stored as 16-bit or 8-bit attributes.
*
* Often, it can be useful to quantize to precision lower than the maximum allowed by the component
* type. Positions quantized to 14 bits in a 16-bit accessor will occupy 16 bits in VRAM, but they
* can be compressed further for network compression with lossless encodings such as ZSTD.
*
* Vertex positions are shifted into [-1,1] or [0,1] range before quantization. Compensating for
* that shift, a transform is applied to the parent {@link Node}, or inverse bind matrices for a
* {@link Skin} if applicable. Materials using {@link KHRMaterialsVolume} are adjusted to maintain
* appearance. In future releases, UVs may also be transformed with {@link KHRTextureTransform}.
* Currently UVs outside of [0,1] range are not quantized.
*
* In most cases, quantization requires {@link KHRMeshQuantization}; the extension will be added
* automatically when `quantize()` is applied. When applying meshopt compression with
* {@link EXTMeshoptCompression}, quantization is usually applied before compression.
*
* Example:
*
* ```javascript
* import { quantize } from '@gltf-transform/functions';
*
* await document.transform(
* quantize({
* quantizePosition: 14,
* quantizeNormal: 10,
* }),
* );
* ```
*
* For the inverse operation, see {@link dequantize}.
*
* @category Transforms

@@ -103,0 +134,0 @@ */

@@ -145,5 +145,7 @@ import type { NdArray } from 'ndarray';

const _longFormatter = new Intl.NumberFormat(undefined, { maximumFractionDigits: 0 });
/** @hidden */
export function formatLong(x: number): string {
return x.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ',');
return _longFormatter.format(x);
}

@@ -150,0 +152,0 @@

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