I’m trying to use DRACOLoader- Even though’ll admit I’m only loading one simple GLB model.
I’m using Stats to spot a difference and there’s not much to be seen. A ms or two but it’s well within statisticals for false/positives and negatives/postives (I’m talking ± 2 ms).
[...] var dracoLoader = new DRACOLoader(); // (symbolic link: // ./js/draco -> ../../../../usr/share/nodejs/node_modules/three/examples/jsm/libs/draco/ // should I setDecoderPath like this: dracoLoader.setDecoderPath('./js/draco/'); or this: dracoLoader.setDecoderPath('./js/draco/gltf/'); var loader = new GLTFLoader(); setDRACOLoader(dracoLoader); dracoLoader.preload(); model = new THREE.Object3D(); loader.load( './obj/molecules/heroin/5462328-sticks-color-vis.glb', (gltf) => { model = gltf.scene; model = 'model'; model.traverse( (child) => { child.layers.enable(1); if(child instanceof THREE.Mesh) { child.castShadow = true; child.receiveShadow= true; } } ); [...] Are there more recent decoders online, am I linking yo the wrong decoder lib? Or will it first matter when loading several objects? I'm not complaining about the time mind. 30 ms is well within my tolerance, but I like to preemptively optimize. Zo.... I've read that LoadingManager will help too. Is it worth the trouble yet?