
* Use correct FBO to output * custom_3d_three-d web * Update .gitignore * Do not free the FBO * Use three-d 0.13 * ThreeDApp * Only construct model and camera once * Clean-up and docs * Web build instructions * Remove unused dependencies * Update Cargo.lock * Fix build * More fixes * omg
38 lines
1.7 KiB
HTML
38 lines
1.7 KiB
HTML
<html>
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<head>
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<meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>
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</head>
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<body>
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<canvas id="my" style="position: absolute;top:0;bottom: 0;left: 0;right: 0;margin:auto;"></canvas>
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<!-- Note the usage of `type=module` here as this is an ES6 module -->
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<script type="module">
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// Use ES module import syntax to import functionality from the module
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// that we have compiled.
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//
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// Note that the `default` import is an initialization function which
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// will "boot" the module and make it ready to use. Currently browsers
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// don't support natively imported WebAssembly as an ES module, but
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// eventually the manual initialization won't be required!
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import init from './pkg/custom_3d_three_d.js';
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async function run() {
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// First up we need to actually load the wasm file, so we use the
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// default export to inform it where the wasm file is located on the
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// server, and then we wait on the returned promise to wait for the
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// wasm to be loaded.
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// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
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// but there is also a handy default inside `init` function, which uses
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// `import.meta` to locate the wasm file relatively to js file
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//
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// Note that instead of a string here you can also pass in an instance
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// of `WebAssembly.Module` which allows you to compile your own module.
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// Also note that the promise, when resolved, yields the wasm module's
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// exports which is the same as importing the `*_bg` module in other
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// modes
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await init('./pkg/custom_3d_three_d_bg.wasm');
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}
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run();
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</script>
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</body>
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</html>
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