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License: GNU General Public License v3.0
Set of tools to explore guildwars2 from your browser
License: GNU General Public License v3.0
Few thoughts about where the bug might come from:
Confirmed to not be related to:
To help with debugging, in claw island some of the props for the wall around the fort have the same issue. This map is quite fast to load in comparison to LA.
let materialArray = [
new THREE.MeshBasicMaterial({color: 0xFF0000}),
new THREE.MeshBasicMaterial({color: 0x00FF00}),
new THREE.MeshBasicMaterial({color: 0x0000FF}),
];
const geomRoot = new THREE.Geometry();
geomRoot.merge(geom0.geometry, geom0.matrix, 0);
geomRoot.merge(geom1.geometry, geom1.matrix, 1);
geomRoot.merge(geom2.geometry, geom2.matrix, 2);
const mesh = new THREE.Mesh(geomRoot, materialArray);
https://threejs.org/docs/index.html#api/en/core/Geometry.merge
There's a memory leak in t3dworker.js
Now that assets are getting bigger and bigger this becomes quite a big issue.
The bug must come from the wrapper not correctly freeing memory after the inflate calls.
In chunk definitions regeneration:
When chunk names contain their offset it solves the duplication issue but creates a new issue at the same time.
Every update will create a huge PR with new files for every chunks and imports need to be updated.
Solution:
Maintain a mapping list between the root name of the first version of a chunk and the short name we will use in the definitions.
When a chunk doesn't have its mapping, the generation should fail and the mapping should be updated by the maintainer.
Same issue as Gyala Delve happends with new SAB World 3 map. Those two have ID beginning with #3, by that we can clearly say the tool is unable to load 3+ maps.
Once fallback is fixed, investigate fixing the real skyboxes
A good number of maps seemingly stop loading at 99% and remain there infinitely (hours or more) until the page is refreshed. Is this a known issue?
Went to check this tool again after some years when I discovered it first but it seems to be stuck at loading, raising ram usage and then crash Chrome.
Only one of the maps (the dev test one) can be loaded.
I made sure to exclude all the power hungry options for faster loading too.
I wonder if this tool is even still usable or abandoned by now.
Reproduce:
For Cragstead the models responsible for this error are:
After quick investigation, this doesn't seem to produce much performance difference.
How to find out which models are causing it:
The properties renderer create a new THREE.Mesh for every mesh in the world.
We should use instanced meshes which would save a lot of memory.
Issue:
Solution for now:
We can already improve the solution by having an instanceMesh for each meshes of a specific model. Getting instance mesh working cross object would need a big architectural change, and this would be welcome when getting the implementation fully async, but too big for now.
Predict amount of instances for a mesh by counting before how many times an object is used on the map.
Then while rendering the object itself
-- Count how many instance of the same mesh we have on the object
-- The THREE.MeshInstance amount is instanceOnSameMesh * objectOnMapAmount
We need to have a counter for knowing which instance each mesh needs to use and translate/scale/rotate.
Several LW1 return maps are not listed as is not the new map Gyala Delve.
As for the Gyala Delve, it does not load. The loading does not even start. What could cause this is unknown yet, however it is a first map with ID starting with number "3", therefore it may be possible the viewer does not recognize IDs "3+" as maps. Fixing this is severely crucial, as it would mean no future map could be loaded.
Uncaught TypeError: can't access property "domElement", mapRenderer.renderer is null
[1]< index.js:391
Quick fix needs to be registered only after the renderer is setup.
Mainly semi transparent textures:
Glass and decals
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