codyjasonbennett / four Goto Github PK
View Code? Open in Web Editor NEW๐ Minimal three.js alternative.
Home Page: https://npmjs.com/fourwastaken
License: MIT License
๐ Minimal three.js alternative.
Home Page: https://npmjs.com/fourwastaken
License: MIT License
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?
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 :
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
can we have this changed to something like return renderList.sort(this.sortAlgo || ....)
so people could override sorting via renderer.sortAlgo = mySuperSmartCustomSort
or Idk
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 !
@CodyJasonBennett do you have some kind of OrbitControls lying around?
I fugured maybe you have something you use for testing or so
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