sunag
sunag
This PR sounds great to PR. @mrdoob @Mugen87 Any thoughts on this approach? ```js const canvasRT = new CanvasRenderTarget( { domElement } ); renderer.setRenderTarget( canvasRT ); ```
This is very interesting. Node system can generate code from a single Node, this would allow us to have multiple shaders from a single TSL function, generating a single optimized...
> (I've spent about 2.5 months working on this PR... Sorry that it has so much changes combined together, I will try to split it into smaller PRs if requested...
@Spiri0 Have you tried using `cubeTexture()` instead of `texture()`? ```js const shaderParams = { depth: texture( depthTexture ), envmap: cubeTexture( cubeMap ) } ```
I think that many of these problems were due to https://github.com/mrdoob/three.js/pull/25074, I was hoping to find an alternative solution, but it seems that the best option would be that the...
> @sunag as MaterialX can be loaded at runtime, I think the nodes can't really be treeshaken anyways, right? Couldn't Nodes.js import all of them and thus ensure an order...
> @sunag I feel the time is right to remove renderers/webgl-legacy now. Are you okay with that step? @Mugen87 For me ok, I will take care of this removal.
I think when we see the renderer losing control of the backend calls, it is because something could be improved. I would not like to see the WebGPU API exposed...
@PhilCrowther Could it be related to [this](https://github.com/mrdoob/three.js/pull/27068) ?
Hmm... thanks for the example. It looks like there is a conflict in `frameId`. Try to remove any `requestAnimationFrame(rendAll);` and add a single `renderer.setAnimationLoop(rendAll);` Related: https://github.com/mrdoob/three.js/pull/24755 Anyway, I'll be checking...