[Development] Adding new third party component three.js to Qt?
Keränen Pasi
pasi.keranen at theqtcompany.com
Wed Jan 14 06:14:10 CET 2015
Hi Thiago (and Lars),
Surely we can include a minified version that gets bundled with your app
when you e.g. use a new project wizard to create a Canvas3D project with
three.js? No need to have any larger than necessary files there? Already
the new project wizard freezes up to around 20-40 seconds (beachballing Qt
Creator on my Mac while it does it) when you create a new project as it¹s
copying the 800k three.js file, I¹d like to cut down that time as much as
possible.
But if people really want to hack around with the three.js port I¹d expect
them to use the original source files (each class in separate .js file) as
it¹s a bit unwieldy to edit that ~800k sourcefile (trust me, been there
done that bunch of times when trying to figure out a bug in it). It¹s a
lot nicer to edit the separate files for each class and then build the big
source file after you¹ve done the modifications..
So I¹m thinking we then should actually include the separate source files
and the build script for that as well? And offer the minified version
(once it builds and works with V4VM that is) as ³pre built binary² version
as well.
Regards,
Pasi
On 08/01/15 19:05, "Thiago Macieira" <thiago.macieira at intel.com> wrote:
>On Thursday 08 January 2015 12:47:04 Keränen Pasi wrote:
>> Size without minification is 824kBytes. Unfortunately minification
>> currently fails due to the placeholder TypedArray wrappers in Qt
>>Canvas3D.
>
>Minification is to be done by the buildsystem. We need to ship the source
>in
>the format that developers prefer to make modifications to.
>
>--
>Thiago Macieira - thiago.macieira (AT) intel.com
> Software Architect - Intel Open Source Technology Center
>
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