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WebGL renderers for animated physical dice.","maintainers":[{"name":"zerodi","email":"mail@zerodi.ru"}],"readme":"# `@dice-o-rolla/dice-renderer-three`\n\nOfficial Three.js WebGL rendering adapters for Dice O Rolla, including the standard perspective\nrenderer and `TopDownDiceRenderer` for overhead application surfaces.\n\n```ts\nimport { ThreeDiceRenderer, TopDownDiceRenderer } from '@dice-o-rolla/dice-renderer-three';\n```\n\nBoth renderers accept the same `materialProvider` option, either as an existing\n`ThreeFaceMaterialProvider` or as a factory receiving the initialized `WebGLRenderer`. This keeps\nKTX2 capability detection and GPU-backed asset setup available in perspective and top-down layouts.\nTheir common theme, resizing, framebuffer-limit, antialiasing, and material options are exported as\n`ThreeRendererOptions`; top-down options only extend that contract with camera and tray framing.\n\nA material provider may implement `getSurfaceUvs(definition, preset)` to return a complete\n`SurfaceUvMap` keyed by physical face value. Coordinates follow each face's vertex order. The\nmesh factory validates them before allocation and writes them to `uv1`, preserving the original\n`uv` channel for labels. Assign `texture.channel = 1` for maps that use the surface unwrap.\n`createPolyhedronGeometry(definition, scale, surfaceUvs)` also accepts the map directly;\n`validateSurfaceUvs` is available for early validation. Omitting the map preserves existing UVs.\n\nMost browser applications should use the preassembled entry point from\n`@dice-o-rolla/dice-engine/browser`.\n\nLicensed under Apache-2.0. See `LICENSE`, `NOTICE`, and `THIRD_PARTY_NOTICES.md` in the package.\n","readmeFilename":"README.md"}