Marcin Ignac

Results 285 comments of Marcin Ignac

> Anything specific you want me to look at first? Currently i'm using WEBGL_depth_texture EXT_shader_texture_lod OES_texture_float (or OES_texture_half_float if not available) OES_texture_float_linear (or OES_texture_half_float_linear if not available)

Sounds good. On Tue, Apr 21, 2015 at 9:33 AM, Dean McNamee [email protected] wrote: > The annoying thing from my perspective is that getExtension is supposed to > return a...

Native (WebGL 2.0 way) OES_vertex_array_object works 👍🏻

Draw Buffers and gl_FragData works too. Outputting color, normal, light and final result in one draw. ![screen shot 2015-06-26 at 21 21 50](https://cloud.githubusercontent.com/assets/171001/8386568/686dd530-1c49-11e5-84c1-1b43f2e0ae84.png)

Is that preferred method over exposing native object via plask require?

Are there any resource / memory issues ? Is NSSound better in sound fx scenario e.g. sprite heavy game with 10 explosions and 40 bullets? — Sent from Mailbox On...

Renaming it to currentDuration in order to match currentTime sounds good. Don't need totalDuration. More useful would be currentTract / totalNumTracks.

I'm not sure if i want it to quit. What could be even better is to have error function along init, draw, so I can overwrite it if needed..

I like the idea of debug flag causing application abort on exception. Would you also wrap gl object into error checks under the same flag? On Thu, Aug 7, 2014...

> some APIs that expect the "real" gl object What's the difference? Are they messing up with gl member functions themselves? On Thu, Aug 7, 2014 at 8:05 PM, Dean...