Comments (8)
Line rendering would be good to have internally anyway for all the gizmos/helpers.
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- Simple primitive line (aka wireframe) before thick lines?
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gl.Lines are supported. It's a not well known feature but it already works out of the box thanks to pex-context
from pex-renderer.
gl.Lines are supported. It's a not well known feature but it already works out of the box thanks to
pex-context
![]()
But need edges to be computed
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Any matcap material needed?
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Haven't used Matcap in ages. For quick debug scenes i've used wrapped diffuse with random color per mesh + sometimes shadows (ecs.Draw Base Color and friends
)
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v4 renderers:
- standard PBR (default render engine or standardRendererSystem)
- basic with shadows (basicRendererSystem)
- thick line rendering via material.type "segments"
- helper GL lines (could be abstracted)
Could standard and PBR be mixed in the same view?
There is confusion between line and segments (uses lineRenderer).
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Related Issues (20)
- Multiple viewports and multiple systems HOT 13
- Component namespacing HOT 7
- Render Graphs HOT 1
- Provide default setup to avoid boilerplate code HOT 16
- On scaling gltf scenes HOT 4
- Proposal: rename texture.texCoordTransformMatrix to texture.transform HOT 9
- Expose debug render mode in standard renderer HOT 4
- material.id is missing and leads to cache issues HOT 4
- Improve reflection probes seams HOT 3
- Move shaders back to pex-shaders
- MSAA Antialiasing
- Layer system
- Reflection map prefiltering improvements HOT 5
- Provide default values when creating light components HOT 1
- Add support for attribute.dirty HOT 2
- Allow shadow map size customisation HOT 1
- Prevent camera helper rendering when rendering from the same entity camera component
- Renderer crashes on directional lights that don't cast shadows HOT 1
- Something is broken
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