SketchPunk
SketchPunk
> Edit: I see that almost no work needs to be done if we're to rely on internal `attributes`? I'm not super happy about requiring WebGL code anywhere in user-land...
https://codesandbox.io/s/threejs-transformfeedback-compute-q66kj8 I know trying to create an abstraction that can work for many use cases will be difficult for transform feedback. I propose starting small & exposing bits of threejs...
> > So my proposal is how about a few transform feedback examples that uses raw webgl api calls & just adding the lil bits in 3js to expose the...
"Vector/Matrix creation time will be slightly worse". How about creating two Vec3 objects that share the same functionality. Like a FVec3 extends Float32Array and JVec3 extends Array, then each one...
I'd be interested in adding a Transform object to gl-matrix. Is it something I can do on your glmatrix-next branch so it can launch with v4.0 or is it something...
When I implemented the spring bones, I only tested it with root motion disabled, so those things didn't happen. Its a simple implementation too, without limits or constraints. This year...
Thats something I was going to do in the next version of ossos, but hopefully have a set of models I made myself so I dont need to worry about...
The GLTF loader i made is for piecemeal parsing of content, not a scene loader. You can technically use the loader thats part of 3js, but you'll need to go...
With webGL there is only two ways that I know off to render wireframes. The first one is to create a new mesh made entirely of gl line primitives. If...
Dont think the update() at the top-level is avoidable. In many of my use cases especially when dealing with webxr stuff, I like being being able to place the input...