Toni Martí
Toni Martí
##### Description of the problem I've seen that (f.ex. in the case of zooming), in CameraControl the zoom is applied the following way (for example in touch mode): ``` if...
⚙️ _[WIP] Will keep updating this PR description_ ⚙️ ## Introducing `DataTexturePerformanceModel` 🚀 This is a variation of `PeformanceModel` where all the GPU data is stored in data textures. GPU...
Couldn't avoid to make a bit of pre-noise here, and feel really excited about it 😄 You @xeolabs already know what is it about 🥳
## The current way of doing section plane clips This idea is related to a possible optimization about section planes' clipping in GLSL shaders. Right now, on all `xyzDrawShaderSource.js` files,...
On devices where [`window.devicePixelRatio`](https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio) returns a value greater than 1 , there is a visual reduction of perceived quality on the 3d rendering. This happens on most mobile devices (pads...
## Description Today, for models with a big amount of unique geometries (over 3k instancing layers), the frame rate when edge rendering is disabled is way bigger than when edge...
I did some tests and I think that after merging #1788 now edges are rendered in a much nicer way when log. depth buffer is enabled than when it is...