Aioi

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Undo/Redo在前端接开发基本没看到这种需求的地方,可能对调试bug有点好处。 Immutable方便了数据的比对,但就比对而言,放在get/set里更加直观。 前端render性能上找的是最小颗粒度的刷新,感觉redux也不是我想要的东西,一定程度上违背了组件的概念。

two way test results in unity is the same.

https://jsfiddle.net/zL7uq7z8/1/ https://jsfiddle.net/9bwrqu4f/1/ up two links is what i confused,the render result is diffrent. i find when l add the premutiply alpha in fragmentshader in the 2nd link。the result is right。...

the article is more abount the canvas with alpha ,{premultipliedAlpha: false}l have already use this , but what l confused is the render result by texture blend with backgroundcolor (...

It is the HDR In Untiy3d that cause the different render result between unity3d and webgl. when close HDR,they are the same. by the way, your articles help me so...

i write in ts file just like: ``` declare global { interface WebGLVertexArrayObject extends WebGLObject {} interface WebGLRenderingContext { beWebgl2: boolean; bindpoint: number; beActiveVao: boolean; beActiveInstance: boolean; addExtension(extName: string): void;...