Marcin Ignac
Marcin Ignac
 Actual working example ```javascript const view1 = createView([0, 0, 0.5, 1]); const view2 = createView([0.5, 0, 0.5, 1]); ... geometrySys.update(entities); transformSys.update(entities); skyboxSys.update(entities); //draw left...
Conclusion on render graphs research: * nobody knows what they are doing * Bevy (rust/wasm ECS engine) rewrote their renderer 4 times in last two years, all documentation is out...
The biggest challenges remain the same - using multiple renderers in one view (pbr + thick lines) - using same renderer in multiple places (shadowmap + final render) - reusing...
Started new issue about Render Graphs https://github.com/pex-gl/pex-renderer/issues/315
It happens in depth prepass. I think the solution is to not allow custom depth shader ```javascript vert: DEPTH_PASS_VERT, // vert: material.vert || DEPTH_PASS_VERT, frag: DEPTH_PRE_PASS_FRAG // frag: material.frag ||...
It seems that one of the reasons to have root in the first place is that animations don't belong to any particular node and are considered part of the scene....
IBL lights will be also defined at the scene level https://github.com/KhronosGroup/glTF/tree/821b2bd58bfc400e575d37fce77bf5cf47dec531/extensions/2.0/Vendor/EXT_lights_image_based#adding-light-instances-to-scenes The question if scene.root should be part of scene.entities (ideally scene.entities[0]) remains. @dmnsgn ?
Seems ok in the postprocessing example? 
ssaoIntensity=6 ssaoRadius=3 ssaoBlurRadius=0 ssaoIntensity=6 ssaoRadius=3 ssaoBlurRadius=1 This doesn't seem to be very depth aware. Also ssaoBlurSharpness does nothing.
ssaoBlurSharpness actually works, it just slider onchange had typo. It does influence only the edges of the mesh and bilateral blur is not good enough for small differences in depth...