Comments (4)
Alternative approach with the downside of needing to do that per entity would be
const entity = createEntity({
id: "cube1",
transform: components.transform(),
geometry: components.geometry(cube()),
material: components.material({
inject: {
AFTER_FILNAL_COLOR: /*glsl*/`gl_FragData[0] = vec4(data.normalView, 1.0);`
}
})
})
``
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Somewhat related issue #249
Q:
debugRender
,debugMode
,renderMode
?
Some remarks:
They sound more like boolean properties than string to be injected in shader for program.
Does "mode" suffix has potential to be slightly confusing with standard/line/unlit rendering mode?
"debug" prefix is also a bit restrictive as the property could be used to tweak the output, no necessarily only for debug purpose.
Alternative approach with the downside of needing to do that per entity would be
Sounds a bit more flexible than on the render system (although I understand probably more implementation work) and could be added in a loop if you have many entities :
world.entities.forEach(({ material }) => material?....);
from pex-renderer.
Current solution, string replace:
pex-renderer/systems/renderer/standard.js
Lines 251 to 274 in 90a39cb
from pex-renderer.
We can clean it up a bit but appending debugRender code to FRAG_END hook saving us from one extra string replace.
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Related Issues (20)
- 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
- Directional light entity helper should not grow with light intensity HOT 9
- Maximum call stack size exceeded HOT 3
- Add basic render engine example
- Default skybox sunPosition HOT 1
- PostProcessing cleanup HOT 1
- Add custom attributeMap
- Camera clear color should be in linear space HOT 1
- [v4] material receiveShadows is not used
- PCSS shadows are camera dependent
- Bring light.radius range from 0...shadowMapSize to 0..1
- Line thickness is viewport aspect ratio dependent
- [glTF] xmag and ymag in glTF loaders shouldn't be halved
- Adding hook to material breaks shadows of instanced geometry HOT 3
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