Texture maps are progressively downloaded from the Blender integrated server. Baking happens on demand and is fully automated. Client side javascript code adapts the texture request to best fit the given shader. Supported texture layers: diffuse, AO, specular intensity and displacement.
Hardware Displacement Mapping
The base mesh (without subdivision) is sent to the client. The client then applies subdivision and recalculates the tangents. The displacement map is progressively downloaded starting at 64x64 and stopping at 512x512 resolution. The displacement happens in hardware using GLSL shader model 3.0. Code recycled from the Three.js examples.