Marcin Ignac

Results 285 comments of Marcin Ignac

```javascript color.fromHEX("#FF000") -> [1, 0, 0, 1] color.toLinear(color.fromBytes([255, 0, 0])) -> [1, 0, 0, 1] var red = color.fromBytes([255, 0, 0]) var red = [r / 255, g / 255,...

Alternatively we simply add `color.toLinear(oldSRGBColor, newLinearColor)` and you keep track of the color space via variable name.

Also looking at modern engines bevy: texture machinery: texture tool3: map xenko/stride: map This is not working :D 50/50 From code UX point of view the data / port /...

If we would get rid of component constructors and allow ```javascript const lineBuilder = world.entity({ //OK transform: { positions: [0, 0, 0] } geometry: createCube(), material: { baseColor: [1, 0,...

i don't see value in completely separate `pex-ecs` (I can see use cases like html canvas projects) but i would just use pex-renderer `createWorld` with 100% custom systems first as...

I think in the context of pex-renderer it’s safe to assume such device would not be able to run it anyway.

@dmnsgn I'm re-opening this issue due to iPhoneX problems with normal mapping https://github.com/pex-gl/pex-renderer/issues/123

From Unity docs: [Precision, Hardware Support and Performance](https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html) > One complication of float/half/fixed data type usage is that PC GPUs are always high precision. That is, for all the PC...

In that context this comment from [Filament docs](https://google.github.io/filament/Filament.md.html) makes more sense > This solution solves the storage problem but requires intermediate computations to be performed with single precision floats. We...

From Apple's [OpenGL ES Programming Guide] (now deprecated of course): > When in doubt, default to high precision. > Colors in the 0.0 to 1.0 range can usually be represented...