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Debugging_GLTF_Loading.html
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Debugging_GLTF_Loading.html
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<!DOCTYPE html>
<html lang="en">
</html>
<head>
<title>Babylon PathTracing Renderer - Debugging glTF Loading</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1">
<style>
html,
body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas" touch-action="none"></canvas> <!-- touch-action="none" for best results from PEP -->
<div id="container"> </div>
<div id="info"
style="position:fixed; top:5px; width:100%; text-align:center; font-family:monospace; font-size:medium; color:rgb(255,255,255);">
Babylon.js PathTracing Renderer - Debugging glTF Loading
</div>
<div id="cameraInfo"
style="position:fixed; left:1%; bottom:2%; font-family:monospace; font-size:large; color:rgb(200,200,200);">
</div>
<!-- use this uncompressed version of the library while debugging -->
<!-- <script src="js/babylon.max.js"></script> -->
<!-- use this minified version of the library for deployment -->
<script src="js/babylon.js"></script>
<!-- use this minified version of the glTF loader for deployment -->
<script src="js/babylon.glTFFileLoader.min.js"></script>
<!-- this file is for displaying the framerate(FPS) in the top-left corner of the webpage -->
<script src="js/stats.min.js"> </script>
<!-- this file is for including an interactive GUI menu system in the top-right corner of the webpage -->
<script src='js/dat.gui.min.js'></script>
<!-- this is the required file for quickly building a BVH acceleration structure from an arbitrary list of all model's triangle AABBs (originally in glTF format) -->
<!-- <script src="js/BVH_Fast_Builder.js"> </script> -->
<!-- this is the required file for using the SAH strategy to build a high-quality BVH acceleration structure from an arbitrary list of all model's triangle AABBs -->
<script src="js/BVH_SAH_Quality_Builder.js"> </script>
<!-- this is the required file containing our GLSL path tracing library constants, variables, and utility functions, as well as the common GLSL fragment shaders-->
<script src="js/PathTracingCommon.js"> </script>
<!-- this is the required file containing the demo/scene-specific GLSL fragment shader for each individual scene -->
<script src="js/GLTFModelPathTracing_FragmentShader.js"> </script>
<!-- this is the required demo/scene-specific .js file for setting up each pathtraced scene -->
<script src="js/Debugging_GLTF_Loading.js"> </script>
</body>
</html>