hybridherbst
hybridherbst
Thank you so much for taking a stab at it! I have some follow-up questions: 1. I would like to start using TSL and nodes. A couple releases earlier (r162),...
> This isn't possible This is not really clear to me. It was possible up until r163. What has changed? I understand that _some_ nodes can't be supported, but it...
I have some follow-up questions regarding documentation that I think can live in this issue as well. `three/webgpu` deprecates `ShaderChunk`, `ShaderLib`, `UniformsLib` and other WebGL-related code paths. I would like...
@Mugen87 an understanding question, do I get it right that the WebGL fallback renderer does not have any Nodes support anymore? That was also removed?
Thanks! I think I keep being confused by what belongs to what. Could you confirm that my understanding of the folder structure is correct now: 1. WebGPURenderer.js and WebGPURenderer.Nodes.js are...
The values can also be 0; we have this check in our code: and we also reset the near/far plane after exiting AR because of this issue. I believe this...
+1 from me. Besides the missing exports, I think what also should be clarified is how libraries are supposed to start adding support for WebGPU – not everyone will be...
I think that would force each thing in the ecosystem to also provide multiple packages, instead of being able to support "three" with WebGL and WebGPU with one ecosystem package......
Related - https://github.com/mrdoob/three.js/issues/22340#issuecomment-899684871 - https://github.com/mrdoob/three.js/issues/22340#issuecomment-2206457434
Rendering a full screen quad is usually slower than gl.clear() on tiled GPUs (so, mobile), this would probably reduce framerate.