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modified loaders
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Bruno-Bells committed Oct 22, 2022
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36 changes: 21 additions & 15 deletions docs/manual/en/introduction/Loading-3D-models.html
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<div style="color:rgb(158, 156, 156);align-items: center; margin-left: auto; margin-right: auto; padding-top:20%; width: 25em">

<h1 >Comming Soon...</h1>
<h1><a href="https://github.com/Bruno-Odinukweze/PyWeb3D#how-to-contribute" target="_blank" rel="noopener">How to Contribute</a></h1>
</div >
<!-- <!DOCTYPE html>
<!DOCTYPE html>
<html lang="en">

<head>
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<p>
3D models are available in hundreds of file formats, each with different
purposes, assorted features, and varying complexity. Although
<a href="https://github.com/mrdoob/three.js/tree/dev/examples/jsm/loaders" target="_blank" rel="noopener">
three.js provides many loaders</a>, choosing the right format and
three.js provides many loaders, choosing the right format and
workflow will save time and frustration later on. Some formats are
difficult to work with, inefficient for realtime experiences, or simply not
fully supported at this time.
</p>
<p>
Modified three.js loaders for pyweb3D, can be viewd <a href="https://github.com/Bruno-Odinukweze/PyWeb3D/tree/main/jsm/loaders" target="_blank" rel="noopener">here</a>
</p>

<p>
This guide provides a workflow recommended for most users, and suggestions
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<h2>Before we start</h2>

<p>
<!-- <p>
If you're new to running a local server, begin with
[link:#manual/introduction/How-to-run-things-locally how to run things locally]
first. Many common errors viewing 3D models can be avoided by hosting files
correctly.
</p>
</p> -->

<h2>Recommended workflow</h2>

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Only a few loaders (e.g. [page:ObjectLoader]) are included by default with
three.js — others should be added to your app individually.
</p>
<p>
To add loaders or another other addons, first add the external script file to
the `&lt;script>` tag of your html file.
</p>
<code>
&lt;script src="https://www.pyweb3d.org/jsm/loaders/GLTFLoader.js">&lt;/script>
</code>
<p>
And then load into you python code using below syntax:
</p>
<code>
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
GLTFLoader = window.THREE.GLTFLoader.new
</code>

<p>
Once you've imported a loader, you're ready to add a model to your scene. Syntax varies among
Once you've initialized a loader, you're ready to add a model to your scene. Syntax varies among
different loaders — when using another format, check the examples and documentation for that
loader. For glTF, usage with global scripts would be:
</p>

<code>
const loader = new GLTFLoader();
loader = GLTFLoader()

loader.load( 'path/to/model.glb', function ( gltf ) {

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</body>

</html> -->
</html>
1 change: 0 additions & 1 deletion jsm/curves/CurveExtras.js
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Curve = window.THREE.Curve;
Vector3 = window.THREE.Vector3;


/**
* A bunch of parametric curves
*
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