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four's Issues

question about `perspective projection matrix`

The perspective projection matrix in this project is

[ f / aspect,   0,  0,   0, 
 0,  f,  0,  0, 
 0,  0, (far + near) * depth, -1, 
 0,  0, 2 * far * near * depth, 0
]

But, When I google, many answers are

[ f / aspect,   0,  0,   0, 
 0,  f,  0,  0, 
 0,  0, (far + near) * depth, 2 * far * near * depth, 
 0,  0, -1, 0
]

so, why is that?

Error with top-level await

Hi,
thank you for the lib, it looks promising !

I tried to use it for a basic WebGL test but ran into the following issue :

image

Indeed, I see that there are two top-level constants _adapter and _device defined in WebGPURenderer.ts that await a promise. The error pops up even when using WebGL, I guess because the exported file index.js bundles everythings.

I tried a quick fix, but since the request of the device is async, I don't understand how the creation of the WebGPURenderer can not be async. I could work on a PR if you have an idea of how you want to address that

[feature] custom sorting

can we have this changed to something like return renderList.sort(this.sortAlgo || ....) so people could override sorting via renderer.sortAlgo = mySuperSmartCustomSort or Idk

Mipmap sampling for textures

Hello,

I am getting some artifacts when using Texture uniforms, which I think are due to the lack of mipmaps for the textures. I see that the Filter option only accepts nearest and linear, but no mipmaps.

Do you have any plan on implementing mipmaps ? Or do you have a workaround ? I could load the textures on the GPU using directly the native WebGL API, but then since I don't have access to the program, I don't know how to bind them to the uniforms.

Thank you !

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