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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 frustumCulled is disabled, align shadow/join typings and docs, and tighten miter handling for near-180° angles
  • v1.2.0: Shadow casting support (.shadow() method, custom castShadowNode), 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+.