Martin Valigursky
Martin Valigursky
We get: `[Uncaught SyntaxError: Unexpected token “import”](https://forum.playcanvas.com/t/uncaught-syntaxerror-unexpected-token-import-playcanvas-stable-min-js-6/34656)` in this code: forum post: https://forum.playcanvas.com/t/uncaught-syntaxerror-unexpected-token-import-playcanvas-stable-min-js-6/34656/1
See the screenshot. Ideally it would only take as much space as needed by the controls. Perhaps even it should never take more than 50% of the screen and have...
Picker renders mesh indices to the texture during preparation. When picking, a rectangle of this rendered texture is copied back to the CPU, and indices are used to identify mesh...
We need optimized solution, handling large data sets, with culling, LOD and similar. Possibly compute based solution for WebGPU. References: - https://www.magnopus.com/blog/how-we-render-extremely-large-point-clouds - https://twitter.com/garrettkjohnson/status/1729145395820069248 Sorting options: - https://linebender.org/wiki/gpu/sorting/?s=03
and move functionality from `AppBase` to it: - drawWireAlignedBox - drawWireSphere and possibly add other useful functionality.
Most likely the lightmapper should be converted to render passes.
- work in progress example to demonstrate rendering techniques, hidden from publishing for now TODO: - shadow catcher - SSAO 
As WebGL2 support is almost on all devices (that can run PlayCanvas content): https://web3dsurvey.com/webgl2, it's time to consider removal of WebGL1 support. There are two stages to this: - add...
Current situation: - We have a LayerComposition, which contains an ordered list of layers, and also order list of cameras using those layers. From these lists, a list of render...
The default framebuffer WebGL uses for rendering is RGB(A)8 buffer. The values written to it are expected to be in the display color space, which typically means sRGB. As this...