Donovan Hutchence
Donovan Hutchence
Actually on iOS 16 `onselectstart` didn't work for me and according to [this](https://developer.mozilla.org/en-US/docs/Web/API/Node/selectstart_event#browser_compatibility) doesn't work on iOS. The following did however: ``` canvas.style['-webkit-user-select'] = 'none'; ```
A PR with this fix has been merged and should be released in the next week or two.
That's really useful @renegadels thanks so much for reporting. This might give be the dependable repro we need!
closing.
Yeah this is a general rendering issue (not specific to GS) when generating any render target that will be blended with premulitplied alpha. The problem is material's "normal" blending type...
Just to add, material blend modes currently set alpha blend state to match color blend state. NORMAL blend state is: ``` javascript this._blendState.setAlphaBlend(BLENDEQUATION_ADD, BLENDMODE_SRC_ALPHA, BLENDMODE_ONE_MINUS_SRC_ALPHA); ``` See [here](https://github.com/playcanvas/engine/blob/main/src/scene/materials/material.js#L27).
This PR is looking great @Maksims! One thing I'd like to address is the new asset `openBinary` function. We already have similar functionality using `fetchArrayBuffer` which is used for loading...
Hi @liamdon , Sorry it's taken so long to get back to you. This part of the engine sorely needs love and it's great to have you onboard! 1) Nope...
Nice, thanks. Fortunately most of these differences are hidden inside the respective platform implementations (webgl-texture, webgl-device, webgpu-texture etc). In terms of this public texture API, do you see any potential...