Comments (8)
Specifically node.js (http://nodejs.org/) for now
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I agree, having it at least in all one language is a plus.
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But that's just a tool... ? Also, should then alteredq use cygwin to compile the library? (afaik there is no node.js for windows).
Blender exporter also needs to be python. That's the language they decided to use.
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Yes it's just an environment and the script would need to be ported. I might have a stab at that tonight; there's plenty of examples from other projects to work off of.
And yes window users would need to use cygwin for now until node.js is properly ported to windows; which I guess isn't ideal.
I think it's worth having the build process in JS even though the utilities (exporters, code minifiers/compressors, etc) are in their original form -- java for google closure, python for the blender exporter.
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Let's not overcomplicate things just because it would be cool ;)
Different tools serve different purposes. Python is an excellent match for this particular task.
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I agree :)
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python it is. closing...
from three.js.
If you feel like taking a stab on this, by all means, go for it.
However, don't be surprised if you find developers reluctant to change a piece of code that is a key part of their workflow. Specially if by changing it the workflow will get slightly affected...
Also, for new people messing with the library... if they find a .py, chances are they know it's a python file and they know how to execute it. If they find a .js file, you'll need to add a README stating that it requires node.js and some information on how to install it. Extra information for windows users...
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Related Issues (20)
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- wrong z order when rendering material with alpha mode "BLEND" HOT 7
- It appears that the resources associated with DRACOLoader may not be completely released, leading to memory consumption issues HOT 4
- I wish an example for the outputStruct node HOT 3
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- File Export Whole Scene feature was removed 😨 HOT 2
- RectAreaLight passes through material HOT 6
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