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I am running the game (version 0.52) on Linux and observing some black patches, looking like Z-fighting, on alien models and on various gun models for the humans.
I was able to reproduce that issue o…
vloup updated
3 years ago
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##### Description of the problem
I have textured quads built using BufferGeometry with 4 vertices. It is in fact rendered using `rasterMesh.drawMode = THREE.TriangleFanDrawMode`.
##### Three.js vers…
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Edit: this proposal originates in #156 known as "buffer views"
I tried really hard to make some proposal for buffer partitioning that makes sense but the best I could get is what's below. It has ma…
Kangz updated
4 years ago
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Initial draft spec of OML. It's changed a little bit since the last iteration in the transitional repository so you'd best go over this again and point out any inconsistencies/points of clarification …
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I recall when exporting into FBX, Armature becomes root bone and actual root bone becomes its child. I am sure there are use cases when you need to keep Armature as root in the export, but generally h…
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The [skins section](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#skins) of the specification mentions:
`The skeleton property points to node that is the root of a join…
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Hey,
If one of the nodes that is being animated is not directly part of the scene (for example, it may be a node from a skeleton hierarchy that is not contained within the scene itself), should I a…
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**URL**: https://www.magicleap.com/
**Browser / Version**: Firefox 64.0
**Operating System**: Linux
**Tested Another Browser**: Yes
**Problem type**: Something else
**Description**: Scrolling is…
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Let's get the draft [KHR_technique_webgl](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_technique_webgl) extension finished up. For background on why GLSL was removed fro…
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The actual animation/skinning mecanism recomputes a vertex normal from its one-ring.
While working fine for non textured objects, it fails to give the correct normal for textured objects, where verti…