Donovan Hutchence
Donovan Hutchence
From https://github.com/playcanvas/editor/issues/963#issuecomment-2034850491: There is a bug in the KHR_lights_punctual import from glTF/glb where a point light is imported with an incorrect rotation setting and the inner and outer radius values...
When I zoom in and out of the editor view using the mouse wheel, the following message gets printed to the console: ```WebGL: INVALID_VALUE: uniform4fv: invalid size``` I don't see...
When super-splat is launched in "remoteStorage" mode it only provides an option for exporting to remote storage. We still need the option in this case to download the file as...
Fixes: #159 This PR: * adds option to render with spherical harmonics * available under view panel * rotates spherical harmonics correctly on export * bump package to version v1.2.0...
If the gltf material does not specify pbrMetalicRoughness at [this point](https://github.com/playcanvas/engine/blob/main/src/framework/parsers/glb-parser.js#L1128) in the gltf parser, then the default values should be used instead (as specified by the [gltf spec](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-material)). The...
Following on from #963, these are the remaining work items: - [ ] Keep existing draco compression on import - [ ] Expose draco compression settings - [ ] Support...
Hello, Is there a reason training is done in gamma/srgb space and not linear space? Few observations: - since blending is usually performed on linear space colors, I would expect...
Hello, It would useful for downstream tools and viewers to know whether a scene was generated with antialiasing or not. I would like to propose we add a standard comment...
Users have requested the ability to republish scenes to superspl.at. As training techniques improve, users want to update and tweak the experience without having to publish a new scene and...
SuperSplat currently uses WebGL for data processing and rendering. Adding support for WebGPU will have multiple benefits: - we can start testing possibilities using compute instead of just vertex and...