Cody Bennett

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> @CodyJasonBennett The solution in https://github.com/mrdoob/three.js/pull/29404 still requires people to update their builds (f.e. at some-big-company-you-know, this is a pain right now). Some of those builds produce outputs for internal...

Again, you are mistaken or conflating two issues. `three` not including `WebGPURenderer` is intentional and the agreed upon resolve for the current API. Merging WebGPU code into `three` is for...

Although I have personal reservations about putting experimental code into core (which is part of the absolute mess that created this issue), the technical reasons are as follows, which I...

I have elaborated now several times in explicit detail, and it's clear you are simply manipulating the project into pulling the trigger on merging the WebGL/WebGPU entrypoints because you, or...

> I read somewhere recently that very long skinny triangles are bad for gpus, and indeed that is what is happening here (basically 2px fat lines). Small triangles have very...

I've mentioned that before as an API for `Mesh`, just looking at render modes and skinning. It might be preferable if there was an emulated `Points` (via triangle billboards), as...

This needs https://github.com/immersive-web/WebXR-WebGPU-Binding as there is no way to bind to the compositor from WebGPU, nor is it a good idea to mix WebGL and WebGPU on the same page,...

Just know that WebXR specification allows for an arbitrary number of views, so rendering can't exclusively be done with `OVR_multiview2` or Meta's version, and a fallback would be needed. In...

Great, let's just not assume that WebXR == Quest and be cautious when requiring extension use, with a fallback.

I don't want us to regress on WebXR support because we overfit on a specific device, and I've put in an obscene amount of time and money to no avail...