Marcin Ignac
Marcin Ignac
I've started working on MVP for Render Graphs https://github.com/pex-gl/pex-renderer/commit/b17d58d4e1ca079025cd81527d7f570c835e8a2a  It's a very basic implementation where all the resources are allocated manually and there is...
Some of the examples use multiple viewports / cameras. In pex-renderer@2 there was one main renderer so it could re-draw the same scene 3x-4x while maintaining the order of shadowmaps...
PR for #304
I miss destructuring a bit ```javascript const { components: { lights: { directional: directionalLight } } } = require("pex-renderer") ``` Any preference? 1. (current) ```javascript import { components, } from...
Currently we support: - pbr with shadows - unlit Would be good to have - basic (wrapped)diffuse + shadows - for lightweight scene previz and tools - unlit with shadows?...
So `baseColorMap` to `baseColorTexture` and `normalMap` to `normalTexture` etc... pex-renderer -> map ThreeJS -> map Unity -> map Unreal -> map ecs in Nodes -> texture Babylon -> texture cables.gl...
There are few variable here and there that if not set might create unexpected or black renders: - default `roughness: 1` and `metallic: 1` are necessary evil in case you...
[WebGL Deferred Irradiance Volumes](http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/) on Codeflow has good explanation how to do it.
Crucial for optimizing rendering of big scenes Lighthouse3D tutorial on View Frustum Culling http://www.lighthouse3d.com/tutorials/view-frustum-culling/