Garrett Johnson

Results 1078 comments of Garrett Johnson

I'm certainly not advocating against preferring glTF when possible but the point of this issue is to get the three.js loaders to behave consistently in the correct labeling and conversion...

It occurs to me that Vertex colors would need to be converted, as well, which might not be such an easily "undoable" change for anyone relying on them being sRGB...

> FWIW, you may want to know that Blender (at least recent versions) exports material colors (eg. Kd) as linear (obj, dae) Oh interesting... Is it documented anywhere? Here's a...

At this point I've updated all the loaders I'm familiar with. It's possible that externally maintained loaders (IFC) should wait to upgrade until something like #23392 is figured out. This...

I think the example is much more compelling than the existing one personally especially for people who might be looking to make retro-style games. The addition of normal and depth...

> The define can eventually be used for other applications like smoothing aliased edges when alphaTest is true. Here's an example of how the define can be used to smooth...

@mrdoob is this interesting to you? I'm happy to finish out adding support for clip plane edges and alpha test textures if so. [This Oculus VR guide](https://developer.oculus.com/blog/common-rendering-mistakes-how-to-find-them-and-how-to-fix-them/?locale=es_ES) recommends using alpha...

I think this should be ready, now. It includes the ability to use alpha to coverage to smooth edges when using material clipping planes and alpha test for alpha maps....

> Very nice! Is there any case in which we wouldn't want to have this always enabled? Unfortunately when it's enabled for partially transparent objects you get this kind of...

> How about when `transparent === false` and `alphaTest > 0 && alphaTest < 1`? With this PR `Material.alphaToCoverage` now enables the the `SAMPLE_ALPHA_TO_COVERAGE` gl parameter _and_ adds a `#define`...