Noeri Huisman
Noeri Huisman
As appealing as having no build step is, it doesn't make sense to have it as a goal in and of itself. The real question becomes what would be gained...
Did some experimentation with replacing all `require` and `module.exports` with `import`/`export` and it's doable. Mostly interested to see if tree-shaking could yield interesting results and for the hello-world scene I...
Not too familiar with Glitch, but it seems it's possible to _push_ to a Glitch (https://glitch.happyfox.com/kb/article/85-pushing-local-code-to-a-project/). So wouldn't it be an option to store the corresponding git remote urls as...
Note that A-frame uses this fork: https://github.com/supermedium/anime/tree/master, which is an older version and contains some custom modifications. I believe the reason `instance.play` isn't called and `activeInstances` remains empty is that...
That does indeed look like an (expected) difference due to colorManagement being enabled by default now. While colours should pretty much match up as they were before, the lighting calculations...
There should be no need to adjust colours in your A-Frame scenes[1](#f1), as the colour space conversions are correctly taken care of. In other words the colours themselves should still...
> Previously in 1.4.2 with colorManagement:false, the specified hex color was treated in linear color space and didn't match the color you saw in css (that uses sRGB). While the...
I was able to reproduce the issue with Valve Index controllers. The problem is entirely in A-Frame due to inconsistencies in how it handles various controls. When using `hand-controls`, there...
> (...) the hands are still pitched 90 degrees forward relative to their old alignment. Some screenshots might help, though it's probably hard to see how they should be orientated....
Thanks for the images. It's effectively the inverse problem a lot of older VR games have that were made with the VIVE wands when played with Index controllers. The tricky...