0b5vr
0b5vr
wait, I was not meant to make a PR on `slerpyyy/` instead of `0b5vr/` 😩
It's weird that it *sometimes* fails to get uniform location of textures...... https://github.com/slerpyyy/sh4der-jockey/blob/c64b3885efa34e2df686bda36fcda2ec1b95f10d/src/util/mesh.rs#L26
Redone the commits against the latest `dev` , plus applied the changes also to `examples/js/`
ping @donmccurdy @takahirox , how do you think about it? See the "Points need review" section on the description.
Update! Thanks to #21207 I'm now able to remove `KHR_materials_unlit` in `beforeRoot` of the plugin that want to override the unlit, my demand is achieved. This PR still have a...
Current workaround in function components is to use `useRef` and assign the `() => referencedFunction.current()` instead as `exec`
transferring to FMS-Cat/automaton-with-gui
I just have reached to the same `TUniforms` idea, while I rather want to change the definition of `Shader` which id defined in `types/three/src/renderers/shaders/ShaderLib.d.ts` .
You can use PBR material that glTF supports in VRM. for VRM 0.0, You can set `USE_GLTF_SHADERS` to `/extensions/VRM/materialProperties/{i}/shader` to use materials that glTF supports. for VRM1.0, if you don't...
技術委員会で議論を行いました。現在の技術委員会の体制では仕様を一意に定めるにリスクが高いため、もう少し慎重に決めたく、VRM1.0では厳密な定義を行いません。 ですが、今後中長期的に取り組まなければいけない問題であると合意を得ています。