Ian Mackenzie

Results 122 issues of Ian Mackenzie

Will need to set different blend modes based on whether texture uses premultiplied alpha; see https://github.com/w0rm/elm-street-404/commit/ce7c84530c7f194c42518773f79716571f03c48e for an example

Add rough support by controlling draw order, full support will likely involve depth peeling (multiple render passes)

enhancement
aspirational

Seems a bit cleaner, and would make screenshots/'save image' work properly

This would be useful to allow for things like using ports to grab framebuffer contents.

Much of the infrastructure is already in place, since entities have bounding boxes calculated for them - just need to figure out how to compare those against the viewing frustum...

Useful resources: - http://www.terathon.com/gdc07_lengyel.pdf - https://zero-radiance.github.io/post/z-buffer/

Show how to get frame from a physics body with `Body.frame` and using it to control the position/orientation of an `Entity` using `Scene3d.placeIn`

WebGL currently only supports indexed meshes with up to 65536 vertices since the indices used are 16 bit integers. It should be possible for `elm-3d-scene` to break meshes up into...

As pointed out by @MartinSStewart, the current naming does not make it immediately obvious that it's a _near_ clip depth as opposed to a _far_ clip depth. Possible options: -...

breaking change

Generally make it easier to construct things like quads that refer to a particular subsection of a texture...this has come up a couple times already on the Elm Slack and...