Marcin Ignac
Marcin Ignac
Expected  Actual  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)...
Generated screenshots have floor on top of everything   Examples themselves work fine though?!
 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...
`Error: Program: ERROR: Input of fragment shader 'vNormalWorld' not written by vertex shader ERROR:` Is it because we reuse that material in depth prepass?
Dragging orbiter fast e.g. from right to left makes camera jump backwards before continuing rotation CW.
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
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