munrocket
munrocket
Why not just `vec2f(1.0, 2.0)` as described in #736? It will be a parameterisation in new keywords and simple replacing `s//f/g` for existing wgsl code. Just wonder why we need...
@moe123 trivial code will fail on overflow test ```c double expected = fma(DBL_MAX, 2, -DBL_MAX); double actual = trivial_fallback(DBL_MAX, 2, -DBL_MAX); ``` This is useful (and subtile) if you know...
Thank you for creating this proposal. This was a major problem in MVP.
Maybe this will work ```rs var cube_face_rotation: … ```
Progressive loading is a thing. It is good to have an access to it as a WebCodec implementation in Safari. As I know it’s implemented in Chrome and WebKit turn...
I have really specific task without light and cameras. Also I don’t see any problem with custom shader. I just need to know vertex positions from blender :) Three.js much...
Yeah, looks like an outdated comment that become a property in typescript. Here usage of attachments https://github.com/greggman/twgl.js/blob/9ed693912454c5b041776683f3b3633df7e6ca7e/examples/mulitple-render-targets-3d-texture.html#L169
> 99% of users wouldn't care
PIXI.js, ClayGL, REGL, p5.js uses devicePixelRatio as a default scale parameter. Yes, sometimes it’s not exactly equal to the physical pixels in some browsers, but much better than blurry 1x....
Since twgl is thin wrapper on vanilla webgl probably enough just an example, but I didn't look carefully.