Martin Valigursky
Martin Valigursky
WebGPU Bundles can be used to record and very cheaply render static content, and we should explore the ways this can be used to limit the amount of gpu commands...
when HDR lightmaps are enabled: ``` app.scene.lightmapHDR = true; ``` this is rendered: 
currently this is always using level 0 WebGL: glFramebufferTexture2D has mip parameter. Note that specifying the (mip) level is only supported on WebGL2, WebGL1 does not have a way to...
Currently the order of execution of update and postUpdate functions cannot be easily / at all controlled by the user, and they are likely called in order components are created...
At the moment some functionality needs to execute inside the update part of the application for it to work correctly, for example: - `getApplication()` - `GraphicsDeviceAccess.get()` This makes it complicated...
A temporary fix was added in https://github.com/playcanvas/engine/pull/5716, which uploads textures / generates mipmaps just before the render pass. Ideally we don't want to loop over all texture per pass (at...
Current situation: - Render of the frame is handled by the forward renderer, which pretty much forces few render passes to render if more of less fixed order, and handles...
WebGL can play video textures, and we need to implement support for this for WebGPU. https://playcanvas.github.io/#/graphics/video-texture See the video section here: https://toji.dev/webgpu-best-practices/img-textures.html As this needs to use a custom sampling...
I can drag I drop local glb, and this generating sharing link works for me: `https://playcanvas.com/viewer?load=blob:https://playcanvas.com/2ac60cc2-53d4-4b0d-a51a-a87a9b7e598e` but when I do the same with ply file, this link: `https://playcanvas.com/viewer?load=blob:https://playcanvas.com/d9dd3618-aabe-438d-8ceb-b01c7b4d4e5a` gives me:
Currently when entering the XR, the object is placed right under the camera, forcing us to point the device down to look at it. Ideally it'd be placed in directly...