Dave Pagurek

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I think having a guide for that would be helpful @katlich112358! Especially for readers like myself who don't regularly use tools that read those descriptions and don't have an intuition...

> I think this would be nice to have, however I think one of the challenges would be in the dependency graph building, specifically in the case of a cyclic...

We actually do have that in p5.strands, as a way to bridge some of the features of GLSL to our shaders-in-js API. Like paper.js, it rewrites operators between vectors into...

Under the hood in strands, variables that look like numbers also aren't actual js numbers, they're objects that keep track of operations applied to them so that we can output...

oops I resolved the merge conflicts with the dev-2.0 updates, but that also brought in some more bits that I need to convert to use states. I'll push another commit...

@limzykenneth Luke's project should be wrapping up this week, so that could potentially be a good point to start? But also if we're mostly renaming properties and maybe moving where...

For what to attach to the graphics prototype, what would be the best way for a module to conditionally attach something? A check if `fn` is equal to `p5.prototype`? We...

Also once @lukeplowden's and @Garima3110's / @perminder-17's projects are merged, in addition to the renderer changes we're already planning, I'm hoping to do some WebGL restructuring because there's a lot...

> One thing that would still be external is the extra p5 instance binding (eg. `box()`) that still needs its own definition attached to `p5.prototype`. These will be the ones...

It might be that p5.Framebuffer only needs the renderer and not the runtime. Right now it looks like it uses `target` directly (as opposed to `target._renderer`) for: - Getting `webglVersion`....