| Method | Parameters | Description | |--------|------------|-------------| | .add(object) | VisualObject | Inserts a mesh, point cloud, or geometry into the scene. | | .remove(objectId) | string | Deletes an object by its unique UUID. | | .setView(angle, distance) | (string, number) | Predefined views: "top", "front", "iso". | | .exportFrame() | None | Captures current canvas as PNG Blob. | For real-time updates (e.g., live sensor feeds).
const customMaterial = visgScene.createMaterial( vertexShaderSource: myCustomVertex, fragmentShaderSource: myCustomFragment, uniforms: uTime: value: 0 ); visgScene.applyMaterialToLayer(0, customMaterial); For datasets exceeding 2 million vertices, follow these best practices: 7.1 Level of Detail (LOD) Configuration visgScene.setLOD( enabled: true, maxScreenError: 4.5, // Pixels baseTessellation: 32, dynamicReduction: true ); 7.2 Worker Offloading Move heavy geometry calculations to a Web Worker to avoid UI thread blocking.
If you have the exact context for "js-visg-m-s" (e.g., a GitHub repo, a company project, or a specific hardware controller), you can replace the bracketed with the actual details. The Complete JS-VISG-M-S Manual: Installation, Configuration, and Advanced Optimization Introduction to JS-VISG-M-S The JS-VISG-M-S (JavaScript Visual Geometry Module – Standard) is a high-performance, client-side rendering engine designed for dynamic, real-time visualization of complex geometric and geospatial datasets. Unlike traditional charting libraries, JS-VISG-M-S focuses on multi-layered scalar field rendering and mesh-streaming analytics . js-visg-m-s manual
Apply the shader:
const worker = new Worker('/js-visg-m-s-workers/geomWorker.js'); worker.postMessage( cmd: 'computeNormals', data: rawVertexArray ); worker.onmessage = (e) => visgScene.updateNormals(e.data); Properly dispose of resources to prevent memory leaks over long sessions. If you have the exact context for "js-visg-m-s" (e
const visgScene = new SceneManager(canvas, multistream: true, streamSyncMethod: 'timestamp', // Options: 'timestamp', 'frame', 'explicit' maxStreamLag: 150 // milliseconds ); const sensorData = temperature: new Float32Array(4096), pressure: new Float32Array(4096), vibration: new Float32Array(4096) ; visgScene.bindStream('thermal', sensorData.temperature); visgScene.bindStream('mechanical', sensorData.pressure); visgScene.bindStream('acoustic', sensorData.vibration);
| Error Code | Message | Likely Cause & Solution | |------------|---------|------------------------| | E-1001 | INVALID_CANVAS_ID | The canvas selector does not exist. Check DOM readiness. | | E-2104 | SHADER_COMPILATION_FAIL | GPU does not support required precision. Fallback to precision lowp float in shader header. | | E-3207 | M-S_BUFFER_OVERRUN | Incoming data rate > 60 updates/sec. Implement throttling or increase maxStreamLag . | | E-4420 | TEXTURE_DIM_MISMATCH | Texture size not power of two (e.g., 513x513). Resize to 512x512. | React Example import useEffect, useRef from 'react'; import SceneManager from 'js-visg-m-s'; function VisualizationPanel( data ) const canvasRef = useRef(null); const sceneRef = useRef(null); | React Example import useEffect
Experiment with the examples/multistream-weather folder in the repository to see a full meteorological radar simulation using live WebSocket feeds. End of Manual – Revision 2.1