Marcin Ignac

Results 286 comments of Marcin Ignac

gl.Lines are supported. It's a not well known feature but it already works out of the box thanks to `pex-context`

Haven't used Matcap in ages. For quick debug scenes i've used wrapped diffuse with random color per mesh + sometimes shadows (`ecs.Draw Base Color and friends`)

Reopening as it happens again in 3.0.0-37 http://localhost:8080/?name=gltf as described here https://github.com/pex-gl/pex-renderer/issues/241

- [ ] Remove `diffuseTexture` from skybox.js

I think it was the intention.. https://github.com/pex-gl/pex-renderer/commit/8d3e74988b6ceea6b4512428d5c7a220706f709a Maybe i committed js but forgot to push code.

As mentioned in https://github.com/pex-gl/pex-renderer/issues/309 if we remove ``` entity.material = renderer.material({ baseColor: [1, 0, 0, 1] }) //in favour of entity.material = { baseColor: [1, 0, 0, 1]} ``` how...

Maybe the problem is not the component constructors but the name spacing of them. Maybe needing a reference to `renderer` to call `renderer.material` is the problem. Standalone systems work well...

This needs an example - create scene with lots of textured pbr non instanced high resolution cubes (something that actually has cost to render) - use fly camera to walk...

Its required for gltf compatibility. We might try matrix decomposition but i had some problems with that in the past. Are gltf cameras transforms matrices?

Seems like the [glTF2.0 Spec](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#transformations) mandates that decomposition is always possible. > Matrices must be decomposable to TRS. This implies that transformation matrices cannot skew or shear. @damien For the...