Martin Valigursky
Martin Valigursky
There's an issue related to morph target animating using names instead of indices, as in 1.54 more details: https://forum.playcanvas.com/t/assert-failed-cannot-find-morph-target-with-name-0/26952
This is the root ticket of WebGPU Implementation, and will be updated regularly to keep it up to date with new issues to work on and the work done. For...
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_volume/README.md By default, a glTF 2.0 material describes the scattering properties of a surface enclosing an infinitely thin volume. The surface defined by the mesh represents a thin wall. The...
The engine is currently not using physically based units to specify light intensity, which would allow an easy way to realistically set up lights in the scene. some references: -...
Upstream thread: https://github.com/KhronosGroup/glTF-Sample-Models/pull/296 easiest repro for me is to load this, while debug console is opened: https://cx20.github.io/gltf-test/examples/playcanvas/index.html?category=tutorialModels&model=TextureEncodingTest&scale=0.2&type=glTF-Binary The spheres in left column are brighter than in the other columns, while...
-temp example changes to make into something nicer related to https://github.com/playcanvas/engine/pull/3069 
Refactor of Frustum.containsSphere was returning values 0,1,2 but the result was only tested as if bool. Also, MeshInstance culling that is using it was then returning false, 0, 1, 2...
- I have some issues loading engine examples locally. It's waiting a lot / expires on this https://unpkg.com/@babel/[email protected]/babel.min.js  - also our prod engine examples...
Repro steps: 1. remove draco config code from multi-view or post-effects engine example: ``` pc.WasmModule.setConfig('DracoDecoderModule', { glueUrl: '/static/lib/draco/draco.wasm.js', wasmUrl: '/static/lib/draco/draco.wasm.wasm', fallbackUrl: '/static/lib/draco/draco.js' }); ``` 2. reaload the example. The example...
Currently, the PlayCanvas engine does not implement explicit render passes (rendering processes with outputs going to different render targets), and rendering is driven directly by ForwardRenderer, making it pretty complex...