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Refactored build system #23
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Besides the fact this is closed I'd just like to quickly chime in with my thoughts... As a javascript evangelist I'd like to see the project become javascript from the ground up and this certainly includes the build tools. I'd just like to get a feel of how many of us are strictly javascript programmers versus those who know/dont mind having a little python in the project... |
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How would you do what this python script does with javascript? |
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In a CommonJS environment such as node.js (http://nodejs.org/) Basically it's standalone V8 with bindings to asynchronous C++ libraries for doing I/O (or anything else you can do in a "real" environment such as Python) in javascript. |
fixed dropdown chooser
Fix for browser which doesn't support es6
Stop allocating via arguments in .render
* Update WebXRManager.js * Update WebGLRenderer.js * Update WebGLRenderer.js deleted useless blank lines * Update WebXRManager.js - Deleted useless code and blank lines - refectored _getRenderTarget to getRenderTarget * Update WebGLRenderer.js Reflect the refactoring of getRenderTarget function Improve compatibility of Post-Processing with VR (mrdoob#23) * Update EffectComposer.js for better compatibility with VR * Update Pass.js for better compatibility with VR
* Update WebXRManager.js * Update WebGLRenderer.js * Update WebGLRenderer.js deleted useless blank lines * Update WebXRManager.js - Deleted useless code and blank lines - refectored _getRenderTarget to getRenderTarget * Update WebGLRenderer.js Reflect the refactoring of getRenderTarget function Improve compatibility of Post-Processing with VR (mrdoob#23) * Update EffectComposer.js for better compatibility with VR * Update Pass.js for better compatibility with VR
Everything is now in just one file (build.py) with optional arguments. It should replace build.sh and all the Builder*.py files, but I haven't removed anything so that the commit is smaller and more "atomic"--and just in case!
By default it builds the --full Three.js (including all files). The build can be customised by selecting different parameters, as it says in the included autogenerated help message:
I've tested the builds with the examples... All worked with the compressed ../build/Three.js; I also changed some of them to use ThreeCanvas.js instead and they worked too, so unless I forgot something in the functions for each type of build, it should all be OK.
What do you think? is it easier this way? Clearer? (hopefully it is!)