Franck

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@sunag Can I let you check for potential conflicts with WGSL

> I also have doubts with this about the performance... As far as I know the GPU bakes/inlining all functions, current all ShaderNode is inline, maybe the inline approach would...

@sunag you mean that it would take the form of an inline option may be ? How would you treat in and out parameters ?

Also what about the variable optimisation process ?

> I think that we can include the function `call()` in `ShaderNode` and add some extra `method` to create the function `scheme` like: > > ```js > const checkerShaderNode =...

@sunag More I look your new ShaderNode definition more I thinks it would be a base for every Nodes : ```ts class NodeBase { void setName( name ){} void setType(...

> > @sunag More I look your new ShaderNode definition more I thinks it would be a base for every Nodes : > > I think one of the pillars...

> https://github.com/mrdoob/three.js/blob/9db14dd2abd922874656c2f8d1e04c792fb0f594/examples/jsm/renderers/nodes/core/NodeBuilder.js#L23 to my understanding this is not a usage count and the place where it is executed (in the build loop) would tell 1 for the first usage then...

was there a reason for removing it ?

@sunag I kept thinking about the way code is built and how you could optimise it and I remember about visitor pattern that would be a good benefit for descending...