tim-soft / react-particles-webgl Goto Github PK
View Code? Open in Web Editor NEW🔆 A 2D/3D particle library built on React, Three.js and WebGL
Home Page: https://timellenberger.com/particles
License: MIT License
🔆 A 2D/3D particle library built on React, Three.js and WebGL
Home Page: https://timellenberger.com/particles
License: MIT License
Hello,
The following warnings are displayed when run on Chrome:
three.module.js:33602 THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.
setDynamic @ three.module.js:33602
three.module.js:33623 THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().
hey i wanted to check this extension for my little project, i try to visit any sandbox uploaded by tim, but every time i get the typeerror, could you tell me what can be the reason behind it? i want to use 3d snowfall in my r3f scene...
`TypeError
callback is not a function
flushFirstCallback
https://308zj3k7l1.csb.app/node_modules/scheduler/cjs/scheduler.development.js:107:28
flushWork
https://308zj3k7l1.csb.app/node_modules/scheduler/cjs/scheduler.development.js:219:11
$csb$eval/channel.port1.onmessage
https://308zj3k7l1.csb.app/node_modules/scheduler/cjs/scheduler.development.js:611:30
This screen is visible only in development. It will not appear if the app crashes in production.
Open your browser’s developer console to further inspect this error.
This error overlay is powered by `react-error-overlay` used in `create-react-app`.`
Animation effects will periodically reset
Your project is interesting, but it would be great to see a particle system utility built FOR react-three-fiber, instead of on top of it. I was wondering if you had any plans for something like that.
it will be reset when form inputed , used antd form
A small suggestion for:
react-particles-webgl/src/ParticleField.js
Lines 135 to 137 in 6f86c70
They will downgrade performance a little bit, because useRender contents are already called in a raf loop. You can simply call update functions in there. Browsers don't take multiple frame ops kindly and unifying these operations gives a little bit more room.
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