Ian Mackenzie

Results 122 issues of Ian Mackenzie

Useful optimization, allows objects to cast shadows only from a subset of lights: ```elm Scene3d.shadowIf : (Light coordinates Bool -> Bool) -> Shadow coordinates -> Entity coordinates ``` The callback...

Usually resolved by a refresh; not sure yet what could cause that kind of behaviour...

Currently all `elm-3d-scene` shaders use `precision highp float`. It should be possible to use `precision mediump float` in at least the fragment shaders, by doing things like carefully clamping color...

Likely using https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-25-rendering-vector-art-gpu

This is a bit of a placeholder issue since my current thinking is that support for different file formats should live in their own packages, so (e.g.) a COLLADA package...

To start: - Planar (based on a sketch plane) - Spherical (based on a frame) - Cylindrical (based on a frame) Would also need a way to specify the texture...

Act as constant attenuation factor for ambient lighting, no effect on direct lighting

Potentially useful technique for normal vector transformation: https://twitter.com/zeuxcg/status/1226334381091872769?s=19

Perhaps using http://evanw.github.io/glslx/ or a similar tool

Use linearly transformed cosines: https://eheitzresearch.wordpress.com/415-2/