mrmaxm
mrmaxm
> I think that over the 180 degree threshhold, you need to cull per eye. But below that, I think we simply need to have a `Frustum#add` or `Frustum#merge` function....
There are several limitations, which basically makes it as WebGL2 in terms of GPU features. I'm wandering, if it is added, and if the engine already uses some features in...
If event methods such as on/once would return event handler instead of `self`, it would be easier to manage events also. Similar to the way it is implemented in the...
> So it would be more like? > > ```javascript > this.mouseEventHandler = this.app.mouse.on('mousedown', this.onMouseDown, this); > > this.on('destroy', function () { > this.mouseEventHandler.off(); > }, this); > ``` Yep,...
> @Maksims You can't forget about the events, since you need to reenable every event between enable/disable toggling. Off'ed event, destroys its handle, so it should be removed from the...
I have noticed it as well. It is related to rebuilding texture with parameters and reuploading it to GPU. Even when particle emitter is cloned, it still calls rebuild, although...
> It does indeed allocate a lot of stuff when created. It can be made faster, but the best optimization is still on the user side: create emitter pool in...
> Maybe this one? https://github.com/playcanvas/engine/blob/master/src/scene/particle-system/particle-emitter.js#L1041 Nope. this will only setup particle emitter, so when it starts playing, it already has particles spawned. To pre-warm engine for particle, it should be...
@guycalledfrank mentioned a long time ago that dropping tangent space from the vertex data and generating it automatically, can lead to such weird cases, where advanced tools require specific tangent...
After research into it more, here are observations on this extension: 1. MultiView is not only WebXR related, and can be used for multi-viewport rendering. 2. It affects shaders which...