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Table of Contents
Chevron DownAPI Reference

Roadmap

We are trying to make the loaders.gl roadmap as public as possible. We share information about the direction of the framework in the following ways:

  • RFCs - RFCs are technical writeups that describe proposed features in upcoming releases.
  • Roadmap Document - (this document) A high-level summary of our current direction for future releases.
  • Blog - We use the vis.gl blog to share information about what we are doing.
  • Github Issues - The traditional way to start or join a discussion.

Feature Roadmap

Many ideas are in tracker tasks in github, but here are some ideas:

Worker Thread Pool Priming - Worker Pools should have an option to pre-load workers so that loader thread pool is primed and ready to start off-thread parsing as soon as data arrives on the wire. This can avoid 1-2 second lag when loading starts.

Progress Tracking - loaders can provide progress callbacks and a ProgressTracker class to track the progress of a set of parallel loads.

Automatic Timing - objects returned from loaders could contain a stats object with timing stats.

Stats and Default Settings - Set setDefaultOptions({stats: true}) to enable stats collection, etc.

MIME types - Allow MIME types (e.g. from response headers) to be provided to assist in loader auto-selection. Enable Writers to return recommended MIMEtypes.

Loader Roadmap

Data loaders

Streaming tabular loaders

  • Streaming JSON loader

Geospatial loaders

Focus on loading of complex geospatial data.

Focus on loading of large, complex geospatial data.

  • KML
  • Shapefile

    Add tests

  • Streaming GeoJSON loader

Images

  • Basis image decoder
  • Better image loaders

Meshes

  • MTL - we should have full OBJ/MTL support.
  • Given industry convergence on glTF, we do not envision supporting any otherr mesh formats beyond OBJ/MTL.

Point Clouds

Focus on loading formats for large point clouds.

Massive Point Clouds/Data Sets

Complement 3D Tiles with:

  • potree
  • i3s

Scenegraph Formats

  • Focus on glTF/GLB - loaders.gl should to have a very solid implementation.
  • The glTF loaders should handle (e.g. preprocess) any glTF extensions that can be handled during the load phase (such as Draco, Basis - but many can only be handled during rendering).
  • Limited alternatives: Given the emergence of glTF as a major Khronos standard, and availability of good glTF conversion tools and exporters, loaders will most likely not implement any other scene/mesh description formats such as COLLADA.

Other loaders

Finally, some "unusual" loaders may be included just for fun, e.g. SVG tesselation.