fallenoak

Results 23 comments of fallenoak

@jvilk Out of curiosity, would this permit an async FS being used as a sync FS for Emscripten? I'm assuming no, but maybe I haven't quite wrapped my head around...

I'm a bit unclear if this line is correct: https://github.com/timkurvers/wowser/blob/master/src/lib/pipeline/m2/index.js#L116 ``` this.skinData.submeshes.forEach((submesh, id) => { ... rootBones.forEach((bone) => { mesh.add(bone); }); ... }); ``` It seems to me that `mesh.add()`...

In order to get `pipeline/adt/chunk/material.js` to obey scene fog, we need to add some default uniforms on the material. These uniforms need to be copied from `ShaderLib`'s `fog` object. Standard...

> :+1: You mentioned something about a flat plane fog as opposed to circular, does that apply to both Fog and FogExp2? That was a result of: ``` float depth...

It's less that wrong doodads are loaded (although I'm sure if we looked closely, we'd see some wrong doodads), and more that doodads wind up associated with wrong WMO groups....

The `shader_id` calculation logic can live in the new `BatchManager` class.

I might be mistaken on this... it looks like the flag goes away once the group is rendered once. However, something is clearly burning cycles on uniform updating...

The biggest culprit might be context switches between different textures (ie calls to `bindTexture` and `activeTexture`). In particular, probably because of layering, terrain tends to cause a lot more of...

It would appear that objects with transparent materials are sorted by depth, whereas opaque objects are sorted by material. We're overusing transparent materials for M2s: the no-backface-culling flag and blending...

Looks good to me! :+1: