Garrett Johnson
Garrett Johnson
By computing the distance between the retrieved point and the triangle surface using the following snippet we can see that the point is relatively far off the surface in either...
Adding the following line for mobile seems to ensure the point is on the right side of the surface. It's possible the error could be improved further but this is...
A separate issue is that smooth normals seem to not be sampled correctly: Here's an image of the normals: | geometry normals | smooth normals | |---|---| | | |...
Looking at the texture displayed raw using `texelFetch` and `texture` it doesn't look like any values are zeroed out (displayed with absolute value): **TODO** - Next assumption is that the...
And a comparison between desktop and mobile images (done using screenshots the mobile one has compression applied): | | Deskop | Mobile | |---|---|---| | Normal TexelFetch |  |...
I turns out that by using structs in a fragment shader the precision of values are truncated resulting in incorrect indices and values during the sample phase. Repro shader: ```glsl...
On a number of Adreno chips the struct precision seems to be lower only when using structs:  https://gkjohnson.github.io/webgl-precision/ Related to KhronosGroup/WebGL#3351
Related to #316 OBB to AABB intersections can be slow in part due to the cache update so much so that they're not worth using.
Changes required to support an option: - [ ] Index no longer has to be ensured (`buildTree` function) - [ ] Instead of bookkeeping an index array we keep an...
Hey @McCulloughRT! This is great -- thanks for taking a stab at it. If you're interested in taking it to the finish line go ahead and make a PR and...