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graphics prototyping framework (WIP)
A id string is mandatory when creating a new node. Make this argument optional and use a unique id generator when it's not passed
Create a new node for handling multiple uniform values. Can be output as a struct or have some management of multiple uniforms
Add the option to connect hooks to the SelectorNode behaviour (eg. onEntry, onExit, onIdle)
Scene is a bad name
Alpha is always 1. Should be texture alpha
Add an option to add a description label to the start button creation utility
After connecting 3 nodes to SelectorNode, the 3rd being OverlayNode, setting node 1 and 2 as active works fine, but settings the OverlayNode as active seems to stop its rendering
If there is a page resize, SelectorNode should resize all the nodes even if they are disabled, so that when those nodes are set after resize they have the correct dimensions
PIXINode, when width and height arguments were not provided via options, used to get these values from the viewport. A change in architecture meant PIXINode stopped being able to get these values, making the size arguments effectively obligatory. These arguments should be optional and size should still be infered from viewport when preparing the node, and updates to the size passed via resize traversals
Three.js antialiasing isn't compatible with the render target based node architecture. Solutions include post processing AA or resizing an oversized render
A node with a THREE material output that can connect to NodeRenderer to render its children and receive custom vertex and fragment shaders as options.
THREENode receives the options firstPersonControls
and orbitControls
(boolean). If one of them is true, instantiate the controls and link them to the THREENode's current scene
Create a node for transitioning between two or more input nodes. This node can receive a mask texture as input. If no mask texture is provided, the node will fade between inputs linearly, otherwise it will use the color of the mask to fade
Example: https://threejs.org/examples/#webgl_postprocessing_crossfade
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