Mr F
Mr F
chunks.vs and chunks.fs seem OK to me Differentiation gives some hints, e.g. we have normal.vert/normalSkinned.vert and normalMap.frag/normalVertex.frag, it would be very unclear what goes where without vs/fs.
Converting to 6 face assets in Editor would be the best, I guess.
I do not recommend taking this direction. - Node graphs are only good for extremely simple shaders. For complex shaders they are even harder to manage than code. Check any...
It does indeed allocate a lot of stuff when created. It can be made faster, but the best optimization is still on the user side: create emitter pool in advance...
Maybe this one? https://github.com/playcanvas/engine/blob/master/src/scene/particle-system/particle-emitter.js#L1041
Current derivative-based non-precomputed tangent space is pretty random and definitely doesn't have to match mikktspace. As far as I remember, Will decided to keep it as default because it saves...
About texel-to-pixel ratio: this should be doable with dFdx/dFdy. Basically if you have pixel coordinates, these functions will give you the rate of change per screen pixel (how many texture...
I'd also add a circle. >(not halfExtents please). That would make it harder to switch between rect/existing aabb. I would keep the halfExtents approach (or change both).