Greggman

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I push fixes for both issues. Get the latest, delete your `node_modules` folder, then run `npm install` again

There's already a three.js example here https://github.com/greggman/dekapng/blob/main/examples/three.js/renderer3d.js You can see it's generally straight forward. You render your scene with certain camera settings to render just a portion of the larger...

The example is already async. You could easily make it more async. Just declare `drawArea` to be async and await it in the loop that's calling it. Then `drawArea` can...

I didn't look too deeply into your code but making an shadertoy shader that uses a texture generated but another shader isn't going to be as simple to make work...

I updated the deps but FYI this is not a realtime recorder. In other words it's not fast. It's more like imagine you had a V-Ray clone that took several...

It should. Is your code advancing the time for each frame by 1/60th of a second? That's the only thing that comes to mind.

Ok, I managed to make a repo https://codesandbox.io/s/4820o8rn47 The only difference between working and NOT working is whether or not I use a closure for the `ref` callback. This works...

Not sure if this works but here's my attempt http://jsfiddle.net/greggman/c69au3oh/

Ok, I have should have a PR in a day or 3 that's AMDed. It touches every file and sadly it's after my WebGL2 work so far. Sorry it's not...