- glTF 资产管线:模型导出时用 draco_encoder 压几何,运行时靠 three.js / Babylon 自带的 DracoLoader 解,换别的方案就得自己写解码器接进渲染器
- Web 端加载大场景:JS/WASM 解码器是官方维护的,和 glTF 扩展绑定,别的压缩格式在浏览器里没有同等成熟的解码路径
- 离线批处理:命令行工具直接对目录里的 .obj/.ply 做编码,不需要写代码,适合资产入库前的统一压缩
- Unity 项目:仓库自带插件构建脚本,省掉自己封装 native 库的活
draco
googleApache-2.0活跃维护 有专家点评压缩和解压 3D 几何网格与点云,显著减小 3D 图形体积,让存储和网络传输更省空间、更快。
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
专家点评
上手难度:进阶更新于 2026-11-11把 3D 网格和点云压到原体积的一小部分,glTF 生态里事实上的几何压缩层
适用场景
踩坑
- 构建门槛在 BUILDING.md 里,README 正文没有可直接复制的安装命令,CMake 选项和依赖(如 Eigen)要自己读;只想快速试一下的话会卡在这一步
- WASM/JS 解码器如果引用 v1/decoders 这类不带版本号的 GStatic URL,README 明说会因边缘缓存传播延迟出现偶发加载错误,必须锁版本号
- Emscripten 2.0 起编解码模块返回 Promise,老示例代码直接当模块用会静默出错;issue 里 JS 侧打包形态(ES modules、Node/Browser 统一构建、NPM 包)被反复提出,说明前端集成目前要自己处理模块格式
- 只有 C++ 编码器,JS 侧编码器是长期未合并的需求,纯前端做压缩这条路走不通
同类对比
要更高压缩率且能接受更慢解码,看 OpenCTM 一类老方案或 meshoptimizer(后者更偏顶点缓存/索引优化,常和 Draco 叠加而非替代);只在 glTF 里用的话,直接依赖 three.js 的 DRACOLoader 封装比裸接库省事。
README 里没有找到可直接复制的安装命令,请到 README 或官方文档查看安装方式。
README 未说明
项目说明
由 README 自动翻译提炼Google 开源的 3D 网格与点云压缩库,用于减小 3D 图形存储体积并加快传输
压缩和解压 3D 几何网格与点云,显著减小 3D 图形体积,让存储和网络传输更省空间、更快。
核心能力
- 压缩点、连接关系、纹理坐标、颜色、法线及通用属性
- 提供 C++ 编码器与 C++/JavaScript 解码器
- 附带命令行编码、解码与 glTF 转码工具
- 支持 WASM 与 JavaScript 解码器,可从 GStatic 静态 URL 加载
- 提供 Unity 插件构建与 three.js 渲染示例
容易踩的坑
构建步骤需参考 BUILDING.md,README 正文未给出直接可运行的安装命令;WASM/JS 解码器建议从带版本号的 GStatic URL 拉取,使用 v1/decoders 这类非版本化 URL 可能因边缘缓存与传播延迟出现偶发错误;Emscripten 2.0 起编解码模块返回 Promise 而非模块本身,需按示例处理
- 1.5.9Draco 1.5.9 release最新正式版2026-10-16 · 2026-10-16 19:08 UTC
Version 1.5.9 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.9, use this URL:
- Fixed missing
HEAP*exports andwasmBinarysupport in JavaScript and WASM builds (https://github.com/google/draco/issues/1251).
- 1.5.8Draco 1.5.8 release2026-10-15 · 2026-10-15 16:13 UTC
查看更新说明
Version 1.5.8 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.8, use this URL:
- Polygonal Mesh Coding (PMC) compression by AOMedia in glTF and the
draco_transcodertool with the-pmcflag (experimental). - Support for additional glTF extensions
KHR_materials_emissive_strength,KHR_materials_iridescence,KHR_materials_anisotropy,KHR_materials_diffuse_transmission,KHR_animation_pointer, andKHR_interactivity. - Reading big-endian binary PLY files.
- Signed integer attribute types and normalized attributes in glTF.
- Support for unbounded number of texture coordinate attributes.
- Security fixes.
- Bug fixes.
- 1.5.7Draco 1.5.7 release2024-01-17 · 2024-01-17 21:05 UTC
查看更新说明
Version 1.5.7 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.7, use this URL:
- Added support for normalized attributes to Emscripten encoder API.
- Bug fixes.
- Security fixes.
- 1.5.6Draco 1.5.6 release2023-02-07 · 2023-02-07 17:55 UTC
查看更新说明
Version 1.5.6 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.6, use this URL:
- The CMake flag DRACO_DEBUG_MSVC_WARNINGS has been replaced with DRACO_DEBUG_COMPILER_WARNINGS, and the behavior has changed. It is now a boolean flag defined in draco_options.cmake.
- Bug fixes.
- Security fixes.
- 1.5.5Draco 1.5.5 release2022-10-29 · 2022-10-29 01:20 UTC
查看更新说明
Version 1.5.5 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.5, use this URL:
- Bug fix: https://github.com/google/draco/issues/935
用户点评
登录用户的真实使用记录,可按版本和硬件筛选还没有人点评。第一个说出真实体验的人最有价值。
News
Attention GStatic users: the Draco team strongly recommends using the versioned
URLs for accessing Draco GStatic content. If you are using the URLs that include
the v1/decoders substring within the URL, edge caching and GStatic propagation
delays can result in transient errors that can be difficult to diagnose when
new Draco releases are launched. To avoid the issue pin your sites to a
versioned release.
Version 1.5.9 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.9, use this URL:
- Fixed missing
HEAP*exports andwasmBinarysupport in JavaScript and WASM builds (https://github.com/google/draco/issues/1251). - Bug fixes.
Version 1.5.8 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.8, use this URL:
- Polygonal Mesh Coding (PMC) compression by AOMedia in glTF and the
draco_transcodertool with the-pmcflag (experimental). - Support for additional glTF extensions
KHR_materials_emissive_strength,KHR_materials_iridescence,KHR_materials_anisotropy,KHR_materials_diffuse_transmission,KHR_animation_pointer, andKHR_interactivity. - Reading big-endian binary PLY files.
- Signed integer attribute types and normalized attributes in glTF.
- Support for unbounded number of texture coordinate attributes.
- Security fixes.
- Bug fixes.
Version 1.5.7 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.7, use this URL:
- Added support for normalized attributes to Emscripten encoder API.
- Bug fixes.
- Security fixes.
Version 1.5.6 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.6, use this URL:
- The CMake flag DRACO_DEBUG_MSVC_WARNINGS has been replaced with DRACO_DEBUG_COMPILER_WARNINGS, and the behavior has changed. It is now a boolean flag defined in draco_options.cmake.
- Bug fixes.
- Security fixes.
Version 1.5.5 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.5, use this URL:
- Bug fix: https://github.com/google/draco/issues/935
Version 1.5.4 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.4, use this URL:
- Added partial support for glTF extensions EXT_mesh_features and EXT_structural_metadata.
- Bug fixes.
- Security fixes.
Version 1.5.3 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.3, use this URL:
- Bug fixes.
Version 1.5.2 release
- This is the same as v1.5.1 with the following two bug fixes:
- Fixes DRACO_TRANSCODER_SUPPORTED enabled builds.
- ABI version updated.
Version 1.5.1 release
- Adds assertion enabled Emscripten builds to the release, and a subset of the assertion enabled builds to GStatic. See the file listing below.
- Custom paths to third party dependencies are now supported. See BUILDING.md for more information.
- The CMake configuration file draco-config.cmake is now tested and known to
work for using Draco in Linux, MacOS, and Windows CMake projects. See the
install_testsubdirectory ofsrc/draco/toolsfor more information. - Bug fixes.
Version 1.5.0 release
- Adds the draco_transcoder tool. See the section below on the glTF transcoding tool, and BUILDING.md for build and dependency information.
- Some changes to configuration variables have been made for this release:
- The DRACO_GLTF flag has been renamed to DRACO_GLTF_BITSTREAM to help increase understanding of its purpose, which is to limit Draco features to those included in the Draco glTF specification.
- Variables exported in CMake via draco-config.cmake and find-draco.cmake (formerly FindDraco.cmake) have been renamed. It's unlikely that this impacts any existing projects as the aforementioned files were not formed correctly. See PR775 for full details of the changes.
- A CMake version file has been added.
- The CMake install target now uses absolute paths direct from CMake instead of building them using CMAKE_INSTALL_PREFIX. This was done to make Draco easier to use for downstream packagers and should have little to no impact on users picking up Draco from source.
- Certain MSVC warnings have had their levels changed via compiler flag to reduce the amount of noise output by the MSVC compilers. Set MSVC warning level to 4, or define DRACO_DEBUG_MSVC_WARNINGS at CMake configuration time to restore previous behavior.
- Bug fixes.
Version 1.4.3 release
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.4.3, use this URL:
- Bug fixes
Version 1.4.1 release
- Using the versioned www.gstatic.com WASM and Javascript decoders is now
recommended. To use v1.4.1, use this URL:
- https://www.gstatic.com/draco/versioned/decoders/1.4.1/*
- Replace the * with the files to load. E.g.
- https://www.gstatic.com/draco/versioned/decoders/1.4.1/draco_decoder.js
- This works with the v1.3.6 and v1.4.0 releases, and will work with future Draco releases.
- https://www.gstatic.com/draco/versioned/decoders/1.4.1/*
- Bug fixes
Version 1.4.0 release
- WASM and JavaScript decoders are hosted from a static URL.
- It is recommended to always pull your Draco WASM and JavaScript decoders from this URL:
- https://www.gstatic.com/draco/v1/decoders/*
- Replace * with the files to load. E.g.
- https://www.gstatic.com/draco/v1/decoders/draco_decoder_gltf.wasm
- Users will benefit from having the Draco decoder in cache as more sites start using the static URL
- Changed npm modules to use WASM, which increased performance by ~200%.
- Updated Emscripten to 2.0.
- This causes the Draco codec modules to return a promise instead of the module directly.
- Please see the example code on how to handle the promise.
- Changed NORMAL quantization default to 8.
- Added new array API to decoder and deprecated DecoderBuffer.
- See PR https://github.com/google/draco/issues/513 for more information.
- Changed WASM/JavaScript behavior of catching exceptions.
- See issue https://github.com/google/draco/issues/629 for more information.
- Code cleanup.
- Emscripten builds now disable NODEJS_CATCH_EXIT and NODEJS_CATCH_REJECTION.
- Authors of a CLI tool might want to add their own error handlers.
- Added Maya plugin builds.
- Unity plugin builds updated.
- Builds are now stored as archives.
- Added iOS build.
- Unity users may want to look into https://github.com/atteneder/DracoUnity.
- Bug fixes.
Version 1.3.6 release
- WASM and JavaScript decoders are now hosted from a static URL
- It is recommended to always pull your Draco WASM and JavaScript decoders from this URL:
- https://www.gstatic.com/draco/v1/decoders/*
- Replace * with the files to load. E.g.
- https://www.gstatic.com/draco/v1/decoders/draco_decoder_gltf.wasm
- Users will benefit from having the Draco decoder in cache as more sites start using the static URL
- Changed web examples to pull Draco decoders from static URL
- Added new API to Draco WASM decoder, which increased performance by ~15%
- Decreased Draco WASM decoder size by ~20%
- Added support for generic and multiple attributes to Draco Unity plug-ins
- Added new API to Draco Unity, which increased decoder performance by ~15%
- Changed quantization defaults:
- POSITION: 11
- NORMAL: 7
- TEX_COORD: 10
- COLOR: 8
- GENERIC: 8
- Code cleanup
- Bug fixes
Version 1.3.5 release
- Added option to build Draco for Universal Scene Description
- Code cleanup
- Bug fixes
Version 1.3.4 release
- Released Draco Animation code
- Fixes for Unity
- Various file location and name changes
Version 1.3.3 release
- Added ExpertEncoder to the Javascript API
- Allows developers to set quantization options per attribute id
- Bug fixes
Version 1.3.2 release
- Bug fixes
Version 1.3.1 release
- Fix issue with multiple attributes when skipping an attribute transform
Version 1.3.0 release
- Improved kD-tree based point cloud encoding
- Now applicable to point clouds with any number of attributes
- Support for all integer attribute types and quantized floating point types
- Improved mesh compression up to 10% (on average ~2%)
- For meshes, the 1.3.0 bitstream is fully compatible with 1.2.x decoders
- Improved Javascript API
- Added support for all signed and unsigned integer types
- Added support for point clouds to our Javascript encoder API
- Added support for integer properties to the PLY decoder
- Bug fixes
Previous releases
https://github.com/google/draco/releases
Description
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Draco was designed and built for compression efficiency and speed. The code supports compressing points, connectivity information, texture coordinates, color information, normals, and any other generic attributes associated with geometry. With Draco, applications using 3D graphics can be significantly smaller without compromising visual fidelity. For users, this means apps can now be downloaded faster, 3D graphics in the browser can load quicker, and VR and AR scenes can now be transmitted with a fraction of the bandwidth and rendered quickly.
Draco is released as C++ source code that can be used to compress 3D graphics as well as C++ and Javascript decoders for the encoded data.
Contents
Building
See BUILDING for building instructions.
Usage
Unity
For the best information about using Unity with Draco please visit https://github.com/atteneder/DracoUnity
For a simple example of using Unity with Draco see README in the unity folder.
WASM and JavaScript Decoders
It is recommended to always pull your Draco WASM and JavaScript decoders from:
https://www.gstatic.com/draco/v1/decoders/
Users will benefit from having the Draco decoder in cache as more sites start using the static URL.
Command Line Applications
The default target created from the build files will be the draco_encoder
and draco_decoder command line applications. Additionally, draco_transcoder
is generated when CMake is run with the DRACO_TRANSCODER_SUPPORTED variable set
to ON (see BUILDING for more details). For all
applications, if you run them without any arguments or -h, the applications
will output usage and options.
Encoding Tool
draco_encoder will read OBJ, STL or PLY files as input, and output
Draco-encoded files. We have included Stanford's Bunny mesh for testing. The
basic command line looks like this:
./draco_encoder -i testdata/bun_zipper.ply -o out.drc
A value of 0 for the quantization parameter will not perform any quantization
on the specified attribute. Any value other than 0 will quantize the input
values for the specified attribute to that number of bits. For example:
./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14
will quantize the positions to 14 bits (default is 11 for the position coordinates).
In general, the more you quantize your attributes the better compression rate
you will get. It is up to your project to decide how much deviation it will
tolerate. In general, most projects can set quantization values of about 11
without any noticeable difference in quality.
The compression level (-cl) parameter turns on/off different compression
features.
./draco_encoder -i testdata/bun_zipper.ply -o out.drc -cl 8
In general, the highest setting, 10, will have the most compression but
worst decompression speed. 0 will have the least compression, but best
decompression speed. The default setting is 7.
Encoding Point Clouds
You can encode point cloud data with draco_encoder by specifying the
-point_cloud parameter. If you specify the -point_cloud parameter with a
mesh input file, draco_encoder will ignore the connectivity data and encode
the positions from the mesh file.
./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc
This command line will encode the mesh input as a point cloud, even though the input might not produce compression that is representative of other point clouds. Specifically, one can expect much better compression rates for larger and denser point clouds.
Decoding Tool
draco_decoder will read Draco files as input, and output OBJ, STL or PLY
files. The basic command line looks like this:
./draco_decoder -i in.drc -o out.obj
glTF Transcoding Tool
draco_transcoder can be used to add Draco compression to glTF assets. The
basic command line looks like this:
./draco_transcoder -i in.glb -o out.glb
This command line will add geometry compression to all meshes in the in.glb
file. Quantization values for different glTF attributes can be specified
similarly to the draco_encoder tool. For example -qp can be used to define
quantization of the position attribute:
./draco_transcoder -i in.glb -o out.glb -qp 12
C++ Decoder API
If you'd like to add decoding to your applications you will need to include
the draco_dec library. In order to use the Draco decoder you need to
initialize a DecoderBuffer with the compressed data. Then call
DecodeMeshFromBuffer() to return a decoded mesh object or call
DecodePointCloudFromBuffer() to return a decoded PointCloud object. For
example:
draco::DecoderBuffer buffer;
buffer.Init(data.data(), data.size());
const draco::EncodedGeometryType geom_type =
draco::GetEncodedGeometryType(&buffer);
if (geom_type == draco::TRIANGULAR_MESH) {
unique_ptr<draco::Mesh> mesh = draco::DecodeMeshFromBuffer(&buffer);
} else if (geom_type == draco::POINT_CLOUD) {
unique_ptr<draco::PointCloud> pc = draco::DecodePointCloudFromBuffer(&buffer);
}
Please see src/draco/mesh/mesh.h for the full Mesh class interface and
src/draco/point_cloud/point_cloud.h for the full PointCloud class interface.
Javascript Encoder API
The Javascript encoder is located in javascript/draco_encoder.js. The encoder
API can be used to compress mesh and point cloud. In order to use the encoder,
you need to first create an instance of DracoEncoderModule. Then use this
instance to create MeshBuilder and Encoder objects. MeshBuilder is used
to construct a mesh from geometry data that could be later compressed by
Encoder. First create a mesh object using new encoderModule.Mesh() . Then,
use AddFacesToMesh() to add indices to the mesh and use
AddFloatAttributeToMesh() to add attribute data to the mesh, e.g. position,
normal, color and texture coordinates. After a mesh is constructed, you could
then use EncodeMeshToDracoBuffer() to compress the mesh. For example:
const mesh = {
indices : new Uint32Array(indices),
vertices : new Float32Array(vertices),
normals : new Float32Array(normals)
};
const encoderModule = DracoEncoderModule();
const encoder = new encoderModule.Encoder();
const meshBuilder = new encoderModule.MeshBuilder();
const dracoMesh = new encoderModule.Mesh();
const numFaces = mesh.indices.length / 3;
const numPoints = mesh.vertices.length;
meshBuilder.AddFacesToMesh(dracoMesh, numFaces, mesh.indices);
meshBuilder.AddFloatAttributeToMesh(dracoMesh, encoderModule.POSITION,
numPoints, 3, mesh.vertices);
if (mesh.hasOwnProperty('normals')) {
meshBuilder.AddFloatAttributeToMesh(
dracoMesh, encoderModule.NORMAL, numPoints, 3, mesh.normals);
}
if (mesh.hasOwnProperty('colors')) {
meshBuilder.AddFloatAttributeToMesh(
dracoMesh, encoderModule.COLOR, numPoints, 3, mesh.colors);
}
if (mesh.hasOwnProperty('texcoords')) {
meshBuilder.AddFloatAttributeToMesh(
dracoMesh, encoderModule.TEX_COORD, numPoints, 3, mesh.texcoords);
}
if (method === "edgebreaker") {
encoder.SetEncodingMethod(encoderModule.MESH_EDGEBREAKER_ENCODING);
} else if (method === "sequential") {
encoder.SetEncodingMethod(encoderModule.MESH_SEQUENTIAL_ENCODING);
}
const encodedData = new encoderModule.DracoInt8Array();
// Use default encoding setting.
const encodedLen = encoder.EncodeMeshToDracoBuffer(dracoMesh,
encodedData);
encoderModule.destroy(dracoMesh);
encoderModule.destroy(encoder);
encoderModule.destroy(meshBuilder);
Please see src/draco/javascript/emscripten/draco_web_encoder.idl for the full API.
Javascript Decoder API
The Javascript decoder is located in javascript/draco_decoder.js. The
Javascript decoder can decode mesh and point cloud. In order to use the
decoder, you must first create an instance of DracoDecoderModule. The
instance is then used to create DecoderBuffer and Decoder objects. Set
the encoded data in the DecoderBuffer. Then call GetEncodedGeometryType()
to identify the type of geometry, e.g. mesh or point cloud. Then call either
DecodeBufferToMesh() or DecodeBufferToPointCloud(), which will return
a Mesh object or a point cloud. For example:
// Create the Draco decoder.
const decoderModule = DracoDecoderModule();
const buffer = new decoderModule.DecoderBuffer();
buffer.Init(byteArray, byteArray.length);
// Create a buffer to hold the encoded data.
const decoder = new decoderModule.Decoder();
const geometryType = decoder.GetEncodedGeometryType(buffer);
// Decode the encoded geometry.
let outputGeometry;
let status;
if (geometryType == decoderModule.TRIANGULAR_MESH) {
outputGeometry = new decoderModule.Mesh();
status = decoder.DecodeBufferToMesh(buffer, outputGeometry);
} else {
outputGeometry = new decoderModule.PointCloud();
status = decoder.DecodeBufferToPointCloud(buffer, outputGeometry);
}
// You must explicitly delete objects created from the DracoDecoderModule
// or Decoder.
decoderModule.destroy(outputGeometry);
decoderModule.destroy(decoder);
decoderModule.destroy(buffer);
Please see src/draco/javascript/emscripten/draco_web_decoder.idl for the full API.
Javascript Decoder Performance
The Javascript decoder is built with dynamic memory. This will let the decoder
work with all of the compressed data. But this option is not the fastest.
Pre-allocating the memory sees about a 2x decoder speed improvement. If you
know all of your project's memory requirements, you can turn on static memory
by changing CMakeLists.txt accordingly.
Metadata API
Starting from v1.0, Draco provides metadata functionality for encoding data other than geometry. It could be used to encode any custom data along with the geometry. For example, we can enable metadata functionality to encode the name of attributes, name of sub-objects and customized information. For one mesh and point cloud, it can have one top-level geometry metadata class. The top-level metadata then can have hierarchical metadata. Other than that, the top-level metadata can have metadata for each attribute which is called attribute metadata. The attribute metadata should be initialized with the correspondent attribute id within the mesh. The metadata API is provided both in C++ and Javascript. For example, to add metadata in C++:
draco::PointCloud pc;
// Add metadata for the geometry.
std::unique_ptr<draco::GeometryMetadata> metadata =
std::unique_ptr<draco::GeometryMetadata>(new draco::GeometryMetadata());
metadata->AddEntryString("description", "This is an example.");
pc.AddMetadata(std::move(metadata));
// Add metadata for attributes.
draco::GeometryAttribute pos_att;
pos_att.Init(draco::GeometryAttribute::POSITION, nullptr, 3,
draco::DT_FLOAT32, false, 12, 0);
const uint32_t pos_att_id = pc.AddAttribute(pos_att, false, 0);
std::unique_ptr<draco::AttributeMetadata> pos_metadata =
std::unique_ptr<draco::AttributeMetadata>(
new draco::AttributeMetadata(pos_att_id));
pos_metadata->AddEntryString("name", "position");
// Directly add attribute metadata to geometry.
// You can do this without explicitly add |GeometryMetadata| to mesh.
pc.AddAttributeMetadata(pos_att_id, std::move(pos_metadata));
To read metadata from a geometry in C++:
// Get metadata for the geometry.
const draco::GeometryMetadata *pc_metadata = pc.GetMetadata();
// Request metadata for a specific attribute.
const draco::AttributeMetadata *requested_pos_metadata =
pc.GetAttributeMetadataByStringEntry("name", "position");
Please see src/draco/metadata and src/draco/point_cloud for the full API.
NPM Package
Draco NPM NodeJS package is located in javascript/npm/draco3d. Please see the doc in the folder for detailed usage.
three.js Renderer Example
Here's an example of a geometric compressed with Draco loaded via a
Javascript decoder using the three.js renderer.
Please see the javascript/example/README.md file for more information.
GStatic Javascript Builds
Prebuilt versions of the Emscripten-built Draco javascript decoders are hosted on www.gstatic.com in version labeled directories:
https://www.gstatic.com/draco/versioned/decoders/VERSION/*
As of the v1.4.3 release the files available are:
- draco_decoder.js
- draco_decoder.wasm
- draco_decoder_gltf.js
- draco_decoder_gltf.wasm
- draco_wasm_wrapper.js
- draco_wasm_wrapper_gltf.js
Beginning with the v1.5.1 release assertion enabled builds of the following files are available:
Support
For questions/comments please email [email protected]
If you have found an error in this library, please file an issue at https://github.com/google/draco/issues
Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See CONTRIBUTING for more detail.
License
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
References
Bunny model from Stanford's graphic department https://graphics.stanford.edu/data/3Dscanrep/