Almar Klein
Almar Klein
Since the release notes are now on the GH release pages.
Right now the camera must be flipped in y-direction for a skybox to appear correctly. But this would also flip the other objects in the scene. Would be nice to...
It would be nice to have access to the depth buffer for a few reasons: * Users may be interested in this information, e.g. #318. * Extension of the previous...
Right now, each world object gets its own shader modules and pipeline objects (plural because of multiple render passes). However, sometimes they could be re-used. Same holds for e.g. bind...
We use bindings (readonly storage buffers) about everywhere. For e.g. lines this is needed, but for meshes not really. Using vertex buffers instead could improve the performance, depending on your...
Right now, the renderer iterates over all resources of a world-object, and updates each resource if needed. A better approach would be to have a global store (per pygfx render...
* [x] Depth attenuation. * [x] Markers (crosshairs, pluses, etc) * [x] Per-point color. * [x] Being able to set the radius per-point * [x] Being able to set the...
Closes #271 and closes #20 Todo: * General * [x] High level version of the API. * [x] Document the text rendering process. * [ ] Be specific about what...
Text API
A proposal for the text API. Interesting links (for inspiration): * https://www.npmjs.com/package/troika-three-text * https://github.com/almarklein/visvis/wiki/Text * https://vispy.org/api/vispy.visuals.text.text.html ### General discussion Which props belong on the world-object, and which on the material?...
# Text rendering An overview of our options. Latest update 16-11-2021. ## Goals I think our goal should be: * Aim for high quality text rendering (though not necessarily perfect)....