Marcin Ignac

Results 174 issues of Marcin Ignac

`geo-ambient-occlusion` is 10MB and 5.89MB is for snowden figure not used anywhere outside of the example

To avoid conflits with other code it would be recommended to check for already defined PI ``` glsl #ifndef PI #define PI 3.141592 #endif ```

Due to how we detect instancing it is possible to have a geometry with offsets and no `instances` count and no instanced shader present yet still attempt to render instances...

type/feat

We are currently using `texCoordTransformMatrix`, `USE_BASE_COLOR_MAP_TEX_COORD_TRANSFORM` and `uBaseColorMapTexCoordTransform`. While informative on the user side the code looks like ```js const material = { baseColorMap: { texture: texture, texCoordTransformMatrix: mat3 }...

Because some gltf scenes are in milimeters and therefore super big our loaders have an option to normalize assets size to 1x1x1. It's is problematic with ECS as scene bounds...

type/feat
scope/ecs

Tested in Safari 16 and Safari 17. Getting grey rectangles only. ![Screenshot 2023-10-03 at 10 19 09](https://github.com/bubkoo/html-to-image/assets/171001/25615d41-23ed-4345-b60f-3f658d0dd1b0)

bug

...to actually used ones. commits like https://github.com/pex-gl/pex-context/commit/4db8b765cd87104924f9346ff4a756a37ce55b49 only convince me more that this is accidental and unnecessary complexity.

WebGL2 supports texture arrays. Could be handy to support those in pex-renderer

type/feat

Currently e.g. ctx.capabilities.textureHalfFloat is false for WebGL2 context.

type/feat