Martin Valigursky

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https://toji.dev/webgpu-best-practices/render-bundles.html

We have some issues on some older devices and turn off particles on GPU, and so they run on CPU, which could be related here: https://github.com/playcanvas/engine/blob/2bf47b09493675b41f596b8d7cfecc790e35aa54/src/platform/graphics/webgl/webgl-graphics-device.js#L1020-L1032

There was no update on this yet unfortunately.

it could be a simple manually maintained class of private static properties for Editor to test against: ``` class EngineFeatures { static dithering = true; } ``` and the Editor...

Actually, I think storing a version number instead of a boolean would be even better. ``` class EngineFeatures { static dithering = 1; // if we update dithering in a...

A solution with a video -> normal texture copy is done here: https://github.com/playcanvas/engine/pull/6280 This matches our WebGL implementation. This issue stays open, we we'd like to have a solution that...

Sure, as we / users create render passes, some might use MRT. The initial depth pass I mentioned in the example will most likely be a pass that can render...

Another issues I've noticed is that the internally created material by default enables lighting - so that the meshes can be lit if required. This causes the fragment shader to...

> Please use other name than "legacy" as it is used by actual "legacy" system. While non-module current scripting system is still a viable path to go. Totally agreed.

Chat GPT options: - Classic Script: Emphasizes that it’s a traditional, reliable approach still in use. - Standard Script: Suggests that it’s the default or commonly used version. - Legacy...