Comments (2)
maybe tInt === tInt
is NaN
checking
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Hey, thanks for your interest!
Unfortunately, I'm not really active on sculptgl, except for a few quick experiments here and there.
The C++ version is closed source and will probably stay that way.
Also I found some possible issues here
https://github.com/stephomi/sculptgl/blob/master/src/Scene.js#L628-L639
What mesh it returns? The last one from loop? Or somewhere from the upper scope?
The last one from the loop, but the variable should indeed be declared outside the loop though (prettier should detect those normally).
And this one is interesting. Not sure that it was done on purpose
https://github.com/stephomi/sculptgl/blob/master/src/misc/getOptionsURL.js#L84
Cf @disjukr answer.
and suddenly found your tweet that it has perf issues with using
const
andlet
Yep my tweet dates from 2016 and the issue doesn't exist anymore.
I still have my test pages, and the performance is the same:
https://stephaneginier.com/archive/testperf/indexLet.html
https://stephaneginier.com/archive/testperf/indexVar.html
I already started a PR with upgraded webpack v4 and eslint + prettier
If you are interested in this, I could make a PR.
As I said previously, I'm not active anymore on sculptgl so I would be wary PRs with lot of changes.
But if it's just a webpack+es6+eslint+prettier, I could definitely merge it (const/let is fine as well).
Ideally, I'd also like to remove electron from the package.json, I think it makes the initial checkout too big.
And there's also this part (https://github.com/stephomi/sculptgl/blob/master/package.json#L24-L27) which is probably not great because of paths (issues slash/antislash)
Also, it would be worth to make some tests, both unit and perf.
Agreed, but considering I don't plan on adding new features it would probably be overkill.
There is a gazillion lines of code which is hard to understand at first glance and it's really easy to get lost which function or type is returning increasing chances to get
cannot get property fu of undefined
error.
Yep it certainly misses documentation.
There're also parts of the code that are terrible from a usability pov (shader management).
Also, I have seen the C++ comparison. Maybe it's worth to implement the heaviest in terms of processing things using Assembly script?
Probably too big of a change for me!
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Related Issues (20)
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