-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
WIP cube GL demo #1
base: main
Are you sure you want to change the base?
Conversation
The latest updates on your projects. Learn more about Vercel for Git ↗︎
|
Right, so the alpha deal all comes down to handling pre-multiplied alpha (or not); which is probably why the default is "Nope, you need to set how that works, and don't get any default blending". I.E: "Not all rgba is the same" For us part of the context is that 2d canvas contexts all work in pre-multiplied alpha, so when we scrape a texture in from a canvas, we have to deal with that, and then may have a texture that contains pre-multiplied alpha. References: |
Make it more self contained, and directly gl integrated, rather than a bare data structure for layer/drawing code.
- contains layered drawing, decoupled form architecture like facets - abstracts gl program interface - pushes more particulars down into layer.draw()
Optionize and change world dimensions for example
- generation corner sourcing was always wrong - needs to be +1 cell to cover the half cell overlap all around - therefore needs to be clipped to the nominal layer bounds
- more routines in tilegen module - demo edge clipping vs extension
Current attempt at minimally demonstrating an alternate rendering approach using webgl(2):
Here's some other reference tutorials / code:
Next steps from minor to stellar: