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Hi @catprisbrey Cat,
I hope you don't mind me opening issue like this. I saw your video[1] and I am thinking a bit what I should do. I want to investigate a bit what I can do with threejs and no…
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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 update / main sc…
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Lightmap could be added through a separate component, like envMap. Adding directly to “material” doesn’t make sense, since it can’t be applied to models with existing materials.
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This is a tracker bug for general GPU issues, like:
* Apps that crash after startup
* Rendering glitches
* GPU fault/timeout errors
When making a comment on this bug, please run the `asahi-dia…
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This is what I've been looking for. How to bake global illumination into textures?
I'm building a game engine and modified editor based on three.js and after setting up a scene in editor I want to be…
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**Task (REQUIRED):**
Develop a new editor from the ground up based on a more approachable GUI toolkit.
**Expected outcome (REQUIRED):**
New editor is available.
The current editor based on Clo…
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For the time being, depending on threejs is likely a good choice, in order to focus on figuring out requirements and defining a nice API. I am, however, tempted to implement a renderer in WebGPU, taki…
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Some users find the stateless Animator interface to be too low-level because it merely pushes a user-provided "elapsed time" into the glTF animation machinery. It is currently agnostic of concepts li…
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I'm just curious but have you considered making CSS based sizing the default? If you did less code would have to change for various use cases
For example many samples do stuff like this
```
camera =…