hecanjog / wctank.com

http://wctank.com
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use skydome for three.js env? #29

Closed hecanjog closed 9 years ago

hecanjog commented 10 years ago

This looks clever: http://www.ianww.com/blog/2014/02/17/making-a-skydome-in-three-dot-js/

rocksynthetic commented 10 years ago

Absolutely. I saw something, I can't find it right now, that did this and retrieved weather data at the location to make a dynamic a sky box/dome/sphere whatever.

At the moment, I'm sort of bogged down in trying to make a general-purpose image/material processing library for our thing (kind of an indulgence, admittedly, but, if it goes well, will be super reusable across a variety of projects) with the end goal of doing all of our image processing for this project by dynamically generating shaders for each material and/or abstracting out a bit post-processing ping-ponging, while being able to access both the 2d and webgl image operations through the same interface, so like:

(var dood =) Ü._.imageOps.cannyEdge(canvas|Object3D); -will process a canvas using 2d transforms and return, or if a THREE Object3D, will add edge detection to the 3D object's material (whether by bouncing off a framebuffer or metaprogramming GLSL I'm not sure yet)

Ü._.imageOps.cannyEdge(canvas, function (img) { //something });

Ü..imageOps.cannyEdge(canvas) .then(Ü..imageOps.gaussianBlur(img, 50) .execute(function(img) { //something });

Ü..imageOps.cannyEdge(Object3D) .then(Ü..imageOps.glow(50));

But yeah, it's going slowly. I'll get there though.

rocksynthetic commented 9 years ago

not exactly relevant anymore?