Welcome to Pascal Editor Discussions! #13
Replies: 5 comments 4 replies
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Hello, Wassim, hope you all are fine! I want to just tell you that probably you should add a function to codes, because in 2K or 4K display, renderer is calculating too much for nothing, I think this is a small fix, about how threejs makes pixel calculation. basically even if codes are build for FullHD screens, in 2K it will get until 9 times more effort, because in calculation 2560*1440 pixels aren't 2 times more than fullhd, but between them, so renderer can not exactly solve which pixel will be calculated for these kind of screens. well maybe I am wrong, but in threejsjourney course, bruno simon was explaining very well ! pleace let me know if I am right or wrong, when I have time I will also fork the project and try to optimize. thanks |
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Hello Wassim, i just wanna share ideas to you to make mobile apps and focusing on feature like preview design with Markerless Augmented Reality and Hologram using phone flash. your works here was my dream and hopefully you can make it because now i still have problem with that haha |
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Hello Wassim, We feel that your project is very relevant to our company's business. We would like to know when the large language model nesting feature will be available in the open source version, and when the 3D model replacement function shown on the official website will be available. |
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Hello Aymericr, I was very excited to see the editor project, but when I downloaded the source code, I found that it only has the scene function. Could you please tell me how to get the latest and most complete source code, or what conditions are required? |
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Housekeeping pass — four introductions here have questions in them that never got answers. Answering all four, oldest first, so nobody's left hanging in the welcome thread. @ozantokman — DPR / retina render cost. Good instinct, and it's handled. The canvas clamps device pixel ratio rather than rendering at native 4K: // packages/viewer/src/components/viewer/index.tsx:486
const maxDpr =
typeof window !== 'undefined' && window.matchMedia('(pointer: coarse)').matches ? 1.25 : 1.5
// ...
<Canvas dpr={[1, maxDpr]} frameloop="never" ...>So on a 4K display at DPR 2, we render at 1.5× and upscale — and coarse-pointer devices (phones/tablets) get 1.25×, worth about another 30% of fragment cost. @ihsandwn — mobile + AR. There is a mobile app: Pascal Capture on the App Store, which uses Apple's RoomPlan to scan a room and import it as an editable floor plan. That's LiDAR-based rather than markerless (so iPhone 12 Pro and later), and it's capture rather than preview-in-place. Markerless AR preview of a designed scene isn't implemented, and the flash-based hologram idea isn't something we're pursuing — but the scene format is open and the viewer is a published package ( @tianxun98 — LLM features + 3D model replacement in the open-source version. No committed date, and I'd rather say that than imply one. What's open source is the layer below the hosted chat UI: the MCP server ( @luoxiliang9527 — "the source code only has the scene function; how do I get the complete source?" This comes up often enough that it deserves a straight answer: this is the complete source of what's open. There's no fuller version being withheld and no conditions to unlock. The repo contains the editor, the viewer, the node/registry system, and the MCP server. What's not here is the hosted product around it — accounts, the community hub, billing, the hosted AI chat surface — because those are the commercial side, not because the editor is a trimmed-down demo. If a specific capability you saw on the website seems missing locally, name it in a new discussion and I'll tell you plainly whether it's open, hosted-only, or just not obvious how to reach. For anyone arriving now: Q&A for "how do I…", Ideas for feature proposals, Show and tell for what you've built, and Issues for bugs. Introductions still welcome here — just open a Q&A discussion for questions instead of this thread, since answers there are findable and here they aren't. |
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