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@sole sole commented Nov 5, 2010

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:

usage: build.py [-h] [--full] [--canvas] [--webgl] [--svg] [--dom] [--debug]
            [--all]

Build and compress Three.js

optional arguments:
  -h, --help  show this help message and exit
  --full      Build Three.js
  --canvas    Build ThreeCanvas.js
  --webgl     Build ThreeWebGL.js
  --svg       Build ThreeSVG.js
  --dom       Build ThreeDOM.js
  --debug     Build ThreeDebug.js
  --all       Build all Three.js versions

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!)

@525c1e21-bd67-4735-ac99-b4b0e5262290

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...

@mrdoob
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mrdoob commented Nov 26, 2010

How would you do what this python script does with javascript?

@525c1e21-bd67-4735-ac99-b4b0e5262290

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.

threejsworker pushed a commit to threejsworker/three.js that referenced this pull request Feb 27, 2017
spidersharma03 pushed a commit to spidersharma03/three.js that referenced this pull request May 19, 2017
Fix for browser which doesn't support es6
asajeffrey pushed a commit to asajeffrey/three.js that referenced this pull request Jul 28, 2020
mrxz pushed a commit to mrxz/three.js that referenced this pull request Feb 2, 2025
* 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
mrxz pushed a commit to mrxz/three.js that referenced this pull request Aug 14, 2025
* 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
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3 participants