Marcin Ignac
Marcin Ignac
Does it mean it's already implemented?
Tracked here https://github.com/pex-gl/pex-renderer/pull/154
The way it was solved in ECS nodes what that RenderTexture and CameraSystem were parent and duplicated per viewport with their own Render systems below. I could then i have...
One idea that I wanted to do in Nodes but never had time to do was to decouple Renderer from materials/techniques. So I could have rendering technique "providers" (PBR, ThickLines,...
Current pex-renderer@3 systems.renderer draws all active cameras one by one (hoping they have different viewports) and maybe it should be actually upside down that the camera view is calling a...
Something something render graphs  - [ ] [Entity-Component-Systems and Rendering](https://ourmachinery.com/post/ecs-and-rendering) [[WebArchive](https://web.archive.org/web/20201109031813/https://ourmachinery.com/post/ecs-and-rendering/)] (screenshot is from here) - [ ] [High-Level Rendering Using Render Graphs](https://ourmachinery.com/post/high-level-rendering-using-render-graphs/) [[WebArchive](https://web.archive.org/web/20201109023513/https://ourmachinery.com/post/high-level-rendering-using-render-graphs/)] Maybe Related - [ ]...
ThreeJS manually calls renderer.render(scene, camera) 3x https://threejs.org/examples/webgl_multiple_views.html 
The need for render graph is there even before multiple views. Not sure how to avoid generalized graph library not different from Nodes themselves. And that's before adding multiple views....
Would api like that be acceptable? That doesn't even touch RenderGraph yet. Just if you want to start customizing things or have advanced use case things will get "manual" pretty...
It kind of leans to conclusion that there is no world and do just pass entities list around for maximum flexibilty and compatibility in Nodes. ```javascript const entities = []...