aiden-jeffrey
aiden-jeffrey
I'm seeing this error trying to use your library on a recent three.js release (r157): ``` three.module.js:19999 THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false Program Info Log: Fragment shader is...
Example doesn't show shadows, but all the warnings went away...
I'm looking to add a `vsync` type functionality to the cefsrc element that would only push buffers when a fresh one is painted in the `RenderHandler.OnPaint` method. Ultimately I want...
Based on [this sample](https://bitbucket.org/chromiumembedded/cef-project/src/master/examples/message_router), this adds a way to signal in javascript (from the webpage) a couple of things: - "ready" - page is ready for rendering, so enable cefsrc...
First raised here - https://github.com/centricular/gstcefsrc/pull/90#issuecomment-2393973894 - I am seeing some buffer corruption in the first `OnPaint` call when running multiple cefsrc elements. It's not super deterministic, but looks like this:...
I can't find an example anywhere of people making one BitMapBackend and reusing it for subsequent draw calls in a live data context. Is that just not supported by the...
In this change we use the CEF pts (which is in unix epoch ms) to seed our own internal frame time counter. If we identify a drift greater than 1ms...
We block `create` on a fresh `OnPaint` call - effectively frame locking the cefsrc output to 1 frame per requestAnimationFrame on the browser side. This can be tested with http://localhost:9000/raf_test.html?audioDelay=-1....