Martin Valigursky
Martin Valigursky
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md  test models: https://github.com/cx20/gltf-test/tree/master/tutorialModels/AnisotropyBarnLamp
https://developer.oculus.com/documentation/web/webxr-space-warp/ Steps: - provide motion vector and depth buffer data for objects in the scene - implement the WebXR Space Warp
as we're adding support for sRGB textures, the UI shaders execute in linear space. A lot of this is handled by the StandardMaterial, but the element system needs to handle...
This is similar to #6759 - StandardMaterial.emissiveTint is always assumed false, and the tint is always applied. - the emissive color defaults to BLACK as before, which makes materials correctly...
## Overview This is the main ticket to communicate the plan and major changes for Engine 2.0.0. Over the years, the engine has introduced many new features and deprecated several...
partially implements https://github.com/playcanvas/engine/issues/3715 - when a color buffer with sRGB format (for example SRGBA8) is used by RenderTarget to render to, the generated shaders skip in-shader linear to gamma conversion,...
- Both WebGL and WebGPU supports sRGB version of compressed texture formats - compressed texture formats are used when the asset has `{ srgb = true; }` option, similarly to...
- [ ] currently all particle components / emitters are updated (simulated) at the start of the frame - which means even particles off-screen are always simulated - [ ]...
initial implementation: https://github.com/playcanvas/engine/pull/6657 possible improvements: - [ ] currently the SSAO depends on the depth-prepass. This could be optional and depth-drab pass can be used instead to obtain the depth....
https://github.com/playcanvas/engine/pull/6271 and perhaps make it the default one.