Damien Seguin
Damien Seguin
SMAA implementation started here: https://github.com/pex-gl/pex-renderer/tree/smaa
It's a question of type = what it is (texture object) vs function = what it does (mapping to poly). In 3D software world: - blender: map - C4D: map...
> Given that pex-renderer is no longer Renderer but generic ECS machine should the main object be called World or Scene? Do we need a separate pex-ecs for world/entity adding?...
PR in progress: https://github.com/pex-gl/pex-renderer/pull/125
It probably won't fixes all bugs magically but at least provide support for other precisions which could be a good start before planning anything else.
I have never seen any WebGL shader in the wild making use of per variable precision setting (eg. no `uniform highp mat4 uModelMatrix;`)
Would it still be possible to have per material precision with this approach?
Ideal examples structure: - webpack.config.js - index.js: entry to allow serving examples with dynamic imports - index.html: design and serve the build/main.js - one file per example - asset/screenshots/scripts folders...
Ideally, a library is a collection of modules, type, functionalities... that can be used in any context as a whole or independently. Recommendations I have seen so far was to...
I would avoid 3. (deep import in packages currently cause me more headache and might confuse bundlers), keep pex-renderer exporting components and rely on tree-shaking. Not sure it is necessary...