Experiment with a second rendering canvas, working and testing some ideas
Test before commit and push, forgot to uncomment the div for the canvas, working and tested now
Added feature edge rendering and updated the experimental code
Removed the CoffeeScript jsfiddle commented code that I used as a reference
More experimentation, duplicated Collada mesh and repositioned. Unable to copy between the context, or duplicate, gl bind errors which make sense.
Some cleanup and missed commented lines that didn't cause an error, but were meant to be comments
Working example outside the vwf for now to develop it. Can pull feature up to the origin.
Found a better way to handle moving the verts and center them around the work origin / pivot.
Small tweaks and tests, center the transform at the origin if it had a local pivot.
Alternative pivot transform added as an example. nut I like applying the position to the geometry better at this point
Introducing TOW or what is needed in tow for threejs and feature focus or highlight. Works like the script did, but using the "tow.js" API.
Moved TOW out to tow.js where it should be for reuse
Moved the looking for one mesh and hiding all the others from a hierarchy to an api call in tow.js
Tweaks and added api calls to tow.js to prepare for dynamically from a menu picking the selected focused mesh
TOW improvements and updated the index example to use TOW and test it. It made a very big difference and is almost ready to use for feature focus, or 3D tooltips.
* TOW will automatically catalog the COLLADA scenes as the load for quick reference via TOW.ColladaScenes
* TOW calculates the new container height and width when using TOW.changeContainerById
* TOW addLight returns the instanced light for cascading changes like position.set etc
* TOW fixed unhideSceneMesh bug
Added the offset pivot center function to TOW and updated the testing application t.html. Improved TOW's render to handle multiple render functions per mesh.
Added to the TOW api to do the complete action boilerplate that I was repeating in each action to focus the mesh. I think it is ready.
Slight refactor tweaks to make it more readable
Simplified example and custom renders started
Added visibility control to the load and fixed a bug with adding to the render functions.