Korijn van Golen
Korijn van Golen
I'm working to at least include all the basic functionality in this PR with pointer state as well. @almarklein Eventually we could consider rebasing the controllers on the input class....
This is now working. Could one of you give it a try locally and review? @almarklein I was thinking to move the FPS controls into a controller class, but it...
* Added escape/mouse click handlers to release/capture the mouse * Added acceleration to make movement smoother The example is "done" I think, next step is reorganizing the code into a...
The more I think about this the more I feel like it should be a part of wgpu-py's GUI layer... I will see what that feels like by trying it...
> I'll give this a shot in wgpu if you can hint me at where it would go! `wgpu/gui/input.py` :)
> That'd mean that the `MeshStandardMaterial` represents a 3D model with everything needed to apply lights, but the lighting model is implemented in its subclasses, and the class itself is...
Yes, that's right, although I'm not sure it's actually worthwhile to go through all the effort to implement mixins properly
You can investigate imgui, it may be relatively easy to integrate with pygfx. Imgui is renderer-agnostic, it just generates triangles that you need to render yourself, I believe.
It's on our roadmap for later this year. It's fairly complex because the JS API is async in various places. We have to start on wgpu-py level first and then...
> I'm indeed using the builtin offscreen canvas. I discovered it whilst creating the docs for https://colour-visuals.readthedocs.io/en/latest/. I was wondering how you guys were producing yours so I dug around...