Marcin Ignac
Marcin Ignac
@pailhead thanks for the comments. I'll definitely review the ThreeJS struggles. It seems though that everybody (three, babylonjs, unity) are moving towards shader graphs. I need to understand better "why...
That's actually problem with any attribute. Eg. we initialize geometry with cube that has texCoords and then we want to render something without we will get wrong attribute for texCoords...
The bigger issue / pattern is how to distinguish between updating geometry and replacing geometry (with potentially different attribute set)
https://github.com/AnalyticalGraphicsInc/cesium/issues/5808
In pex context we append id to every new created resource https://github.com/pex-gl/pex-context/blob/master/index.js#L377 ```javascript let ID = 0 resource: function (res) { res.id = res.class + '_' + ID++ } textureCube:...
In principle i'm ok with Component base class. - Which method of inheritance would we use here e.g. `Camera.prototype = Object.create(Component)`? - how do we call parent class e.g. `set()`...
So to create custom component we need to add more exports to main `pex-renderer` module so we can do: ```javascript const { createRenderer, Component } = require('pex-renderer') // or const...
The problem with Components class is that we do "opts enhancement " in factory functions ```javascript Renderer.prototype.skybox = function (opts) { return createSkybox(Object.assign({ ctx: this._ctx, rgbm: State.rgbm }, opts)) }...
In BabylonJS the inspector is an external lib ([How to Display and use The Inspector](https://doc.babylonjs.com/how_to/debug_layer)) ```javascript BABYLON.DebugLayer.InspectorURL = 'http://myurl/babylon.inspector.bundle.js'; ```
For Three is know of this https://chrome.google.com/webstore/detail/threejs-inspector/dnhjfclbfhcbcdfpjaeacomhbdfjbebi. Anything newer?