Garrett Johnson

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> If a wrong axis is selected (usually longest), where all triangles have the same value, the split would fail returning the same previous offset. So probably in that case...

Hey minitone! This seems like a reasonable use case especially for supporting something like https://github.com/mrdoob/three.js/issues/22376 more easily and performantly in the future. Would you like to make a PR with...

Hi @minitoine! > Or do you store the indices in a absolute way in the tree nodes ? The indices are stored against the 0 index of the underlying buffer....

https://bugs.chromium.org/p/chromium/issues/detail?id=1392944

Can the transformed attributes be arbitrary? Or only support what three.js supports in shaders for morph targets, etc. Only the critical / commonly changing fields are updated and written out...

Multiple geometries can be rendered at once with offsets so full scenes can be generated. Perhaps this can just be called "GPUStaticGeometryGenerator"

Demo: https://jsfiddle.net/yekr50nz/5/ Notice the difference in edge brightness: | Browser Interpolation | Shader Interpolation Before sRGB | |---|---| | | |

It seems that interpolating with the HDR linear colors, though, causes particularly bright pixels to bleed further than desired? Perhaps the best approach is to clamp the colors, interpolate, then...

Three.js still does not support environment intensity on the scene object. And the background intensity must be conditionally set to the environment intensity only if it's displaying the environment map...

Yes I think @DennisSmolek mentioned the same thing. I don't have access to a windows machine at the moment so any help or investigation into this would be great.