Changelog & Roadmap
A quick look at where Makio MeshLine has been and where it's headed. We're just getting started!
Roadmap
- Mid-term:
- Make a cool tutorial website
- Add receiveShadow support
- Add a static road or track geometry mode with precomputed tangents, normals, arc-length UVs, and explicit join modes (
miter,bevel,round) for cleaner wide lines with much less shader work - Align the join API and docs with the implementation by either restoring a dedicated high-quality miter path or replacing it with explicit geometry-driven joins
- Long-term:
- Explore more WebGPU performance opportunities
- Add an optional compute pre-pass for dynamic polylines to resample curves and compute tangents, offsets, join decisions, and arc-length data before rendering
- Split rendering profiles between a flexible MeshLine material for stylized effects and a lean road material for static extruded paths
Changelog
- v1.2.2: Fix dynamic buffer usage hints, skip bounding volume work when
frustumCulledis disabled, align shadow/join typings and docs, and tighten miter handling for near-180° angles - v1.2.0: Shadow casting support (
.shadow()method, customcastShadowNode), internal refactoring for line position and width calculations, new demos (Shadow, Bamboo Grove) - v1.1.0: Three.js r181 compatibility, geometry performance improvements,
ensureBuilt()method - v1.0.5: Fix TSL assign operation error
- v1.0.4: Per-vertex RGB colors, Three.js ^0.180.0 peer dependency
- v1.0.3: Rename counters→progress, fix alphaTest/transparency, vSide→aSide optimization
- v1.0.0 (Initial Release): Core implementation with TSL, multi-line batching, instancing, dashes, gradients, mitter, hooks, and GPU positions. Built for Three.js r178+.