WestLangley
WestLangley
@Mugen87 if @mrdoob and @gkjohnson agree, we could add opacity and alpha-channel support to Fat Lines. Some users will be happy... others will complain.
ping @sunag Can you please have a look at this issue? There is a lot of potential here!
@sunag Can we agree on the units? 1. `viewport`: logical pixel units - the renderer's viewport is always in logical units 2. `viewportResolution`: physical or logical pixel units? the name...
@sunag Thank you for the added clarity. 1. Good. `xyzw` -- relative to the top-left (or following webGL convention, bottom-left)? 2. How about renaming `viewportResolution` -> `viewportSize`. It should match...
@sunag Can you respond to my questions? I am eager to get to agreement.
Do you want to have a go at these changes to `ViewportNode`? I will test it. // Note that, as you have implemented it, a viewport in WebGPURenderer follows the...
@sunag Making progress! Still to do in `ViewportNode`: 1. `viewportResolution` -> `viewportSize` 2. Retain logical units throughout. 3. `ViewportUV` must be correct for non-full-sized viewports. 4. Agree on which convention...
tldr; If we choose to follow the WebGPU convention for WebGPURenderer, then the following line will set the viewport in the top-left, instead of the bottom-left. ```js renderer.setViewport( 20, 20,...
This PR is still not resolved. `viewportUV.x` must honor the viewport (compute the correct values) when the viewport is not full-sized. ```js // viewport renderer.setViewport( window.innerWidth / 8, window.innerHeight /...
@aardgoose @Mugen87 As discussed in the comments, this PR was modified, and no longer injects the material name into the shader.