sunag
sunag
> @sunag Do you mean recomputing projectionMatrix every render? I think we can have a check to see if there is a need to update, something like `const needsUpdateProjectionMatrix =...
The scenario I came across recently was the `WebGPU` hack: https://github.com/mrdoob/three.js/blob/c0f9764c0224e97f33f2487c4123b96429e18d21/examples/jsm/renderers/webgpu/WebGPUBackend.js#L98 Being applied only after `WebGPU.init()` have been completed. The problem is that until this happens the `Camera.updateProjectionMatrix()` has already...
Perhaps renaming `bsdfs` to other name could avoid code duplication of `MMDToonShader.js` and `lights_phong_pars_fragment.glsl.js`?
> So yeah... scene.background should be tonemapped too. This would make my life a lot easier, and this solves one of the problems I'm having when porting transmission materials node-based....
I like the idea of rendering with `alpha` and applying it in `Fog` too, I think it could solve this issue with HTML/CSS? since the transparent background can provide much...
Some tests using opacity `Fog`:   
Considering that many people use gradient backgrounds, this would fit perfectly into any HTML/CSS. https://github.com/mrdoob/three.js/assets/502810/8406c1a0-ecf6-4160-9f29-a542bdf54170
I would have to do some more tests to confirm the variations and space, but I don't remember having created these nodes, this would be something like `viewDirectionLocal`, `viewDirectionWorld` and...
Reduce the number of calls from `writeBuffer()` is too part of https://github.com/mrdoob/three.js/pull/27134 After configuring, many things called will be reduced, instead of being updated per object, they will be updated...
Hi @aardgoose Do you think about fixing the conflicts? I was thinking about merge this PR soon