Marcin Ignac
Marcin Ignac
Our default "perturb normal" algorithm for normal maps is struggling with curved surfaces. Providing CPU calculated tangents improves the results immensely .
As i pass screen width not camera viewport width
Most likely due to depth buffer precision.
 we have them in thumbnail though 
Looks like some division by zero 
I was wondering why my fans are 100% for hours just to find out i've left examples script running (`npm start` in examples/). Turns out it was using 200% of...
https://github.com/pex-gl/pex-renderer/blob/master/shaders/pipeline/material.vert.js#L120