Marcin Ignac

Results 174 issues of Marcin Ignac

Expected ![Screenshot 2019-11-13 at 15 20 57](https://user-images.githubusercontent.com/171001/68777277-5227fe80-0629-11ea-9122-c7f8a4c8a9c1.jpg) Actual ![Screenshot 2019-11-13 at 15 21 36](https://user-images.githubusercontent.com/171001/68777279-52c09500-0629-11ea-8b01-9efaa6717211.jpg) Caused by [normal flipping](https://github.com/pex-gl/pex-renderer/blob/master/shaders/pipeline/material.frag.js#L130) with a gltf geometry that has `doubleSided: true` ``` data.normalView *= float(gl_FrontFacing)...

type/fix
scope/gltf

Generated screenshots have floor on top of everything ![window-resize](https://user-images.githubusercontent.com/171001/64615235-10cd6580-d3d2-11e9-92a3-7dd54c6ca6c2.jpg) ![camera-cinematic-dof](https://user-images.githubusercontent.com/171001/64615236-10cd6580-d3d2-11e9-9ab3-e79afee4f739.jpg) Examples themselves work fine though?!

type/fix

E.g. this example http://localhost:8081/?name=gltf

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![Screenshot 2019-05-18 at 22 02 46](https://user-images.githubusercontent.com/171001/57982895-504afd00-7a43-11e9-90eb-62dcfa8eb7f1.jpg) What i discovered so far: The code responsible is in [directional light shadowmap update](https://github.com/pex-gl/pex-renderer/blob/master/index.js#L167) ```javascript const sceneBboxInLightSpace = aabb.fromPoints(bboxPointsInLightSpace) const lightNear = -sceneBboxInLightSpace[1][2] const...

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In lights example

needs-review
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`Error: Program: ERROR: Input of fragment shader 'vNormalWorld' not written by vertex shader ERROR:` Is it because we reuse that material in depth prepass?

needs-review
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Dragging orbiter fast e.g. from right to left makes camera jump backwards before continuing rotation CW.

needs-review
type/fix

It works fine on iPhone 7. Switching back to `highp` in the fragment shader fixes the issue. Mozilla actually recommends avoiding mediump if possible https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices

needs-review
type/fix

I believe it was introduced so the pex-nodes gui doesn't crash on shader recompilation.. We return "renderer red color" shader when compilation fails: https://github.com/pex-gl/pex-renderer/blob/master/index.js#L361

needs-review
type/fix