Marcin Ignac

Results 287 comments of Marcin Ignac

The cone angle of the shadow should be depended on the are light size. This has to be a heuristic, unless there are some hints how other engines do it.

This might be due to directional light camera up vector being hardcoded to [0, 1, 0] at https://github.com/pex-gl/pex-renderer/blob/master/index.js#L115

Fixable by normalizing TBN vectors https://github.com/glslify/glsl-perturb-normal/pull/3

Another comment might be that some of the issues come from minimising API surface (vs pex < 2.0 our math was 3x bigger), automagic (defaults and guessing) and multiple ways...

[pex-math: Implement quat.lookAt](https://github.com/pex-gl/pex-math/issues/14)

Next step: - implement [quat.targetTo](https://github.com/pex-gl/pex-math/issues/14)

Options: - Signal `renderer.error.on((e) => { })` so it's consistent with `component.changed` - EventListener `renderer.addEventListener('error', (e) => { })` - capture and re-throw

For now i'm re-throwing errors in `cx` branch https://github.com/pex-gl/pex-renderer/commit/fb82203f51a95481997b22b2d0d938ec62861d85

This is being worked on here https://github.com/pex-gl/pex-renderer/pull/120

Line rendering would be good to have internally anyway for all the gizmos/helpers.