debug: add verbose logging and multiple loader fallbacks
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1 changed files with 19 additions and 9 deletions
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@ -157,16 +157,26 @@
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status.innerText = "Downloading compressed Splat...";
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// Using the .splat file provided by user
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// Try GSPLAT.Loader first, fallback to LoadAsync if needed
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console.log("GSPLAT object:", GSPLAT);
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const loader = GSPLAT.Loader ? GSPLAT.Loader : GSPLAT;
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await loader.loadAsync(
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"/models/gs/nebula_rnd1.splat",
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scene,
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(progress) => {
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const percent = Math.round(progress * 100);
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status.innerText = `Loading: ${percent}%`;
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}
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);
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console.log("Selected loader:", loader);
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// Try various loading methods
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if (typeof GSPLAT.loadAsync === "function") {
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await GSPLAT.loadAsync("/models/gs/nebula_rnd1.splat", scene, (progress) => {
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status.innerText = `Loading: ${Math.round(progress * 100)}%`;
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});
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} else if (GSPLAT.Loader && typeof GSPLAT.Loader.LoadAsync === "function") {
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await GSPLAT.Loader.LoadAsync("/models/gs/nebula_rnd1.splat", scene, (progress) => {
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status.innerText = `Loading: ${Math.round(progress * 100)}%`;
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});
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} else if (typeof GSPLAT.PLYLoader === "object" && GSPLAT.PLYLoader.LoadAsync) {
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await GSPLAT.PLYLoader.LoadAsync("/models/gs/nebula_rnd1.splat", scene, (progress) => {
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status.innerText = `Loading: ${Math.round(progress * 100)}%`;
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});
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} else {
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throw new Error("No valid loader found in GSPLAT library. Check console for structure.");
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}
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loading.style.display = 'none';
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// Animation loop
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