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to-do #1

@KurtPachinger

Description

@KurtPachinger

bug

  • cubemap: texture has recurring pattern/hole across seeds
  • cubemap: picker sort inconsistent (1vs6)
  • seed: RNG/1e5 (unhelpful?)
  • CSG subtract: complex intersections have triangle soup, like bitwise XOR (test 0.5:6 and 0.66:9) screenshots #4 (comment) 5993ecb 6d8e4d4 27729f2
    • vertices are thrashed by .multiplyScalar(1.01) and .lerp()
    • ineffective: needsUpdate, async/await...
    • effective: excessive extrusion, hull, transform (i.e. precision-related)
    • try other Vector3() methods or direct vertex multiplication or a setTimeOut...
  • light (inner used to cast shadows like god-ray)
  • fix normals: geo.computeVertexNormals() geo.computeFaceNormals()
  • window.onResize causes group.out to disappear (pos, neg, env, geo...) (requestAnimationFrame)
  • pos/neg tolerance: update biased to positive, with no filter for mid-range values
  • shadow acne
  • tweak tolerance
    • wrap() vertexColor is too subtle now (or broken)
    • segs() => profile(): reduce positive, increase system
    • env.lerp(pos, avg) can exceed 2 on grid
    • expose depth range to dat.gui
  • gcut init with img/seed: overwritten uid material reference, or polymorphic binary checkbox (confused call invocation)
  • abort same uid/uei: ignores img extensions & edited files

performance

  • async progress: abort/regress
  • renderer.setAnimationLoop()
  • geometry index/merge better (renderer.info.render.calls) b0ac197
    • merge full array once (unless abort): BufferGeometryUtils.mergeBufferGeometries()
    • delete all attributes but position until Mesh
    • OR at least color() before mergeVertices()
    • mipmap: morph > blurs[] store ctx, data, faster access

enhancement

  • depth mesh: from cubemaps or noise (OpenCV=>point/path) illustrations #7 (comment)
    • sample rgb area average
    • Perlin noise
    • game of life: layer depth and sample resistance affects alpha/radius of process n
  • depth mesh: proc setting :: planet formation illustrations #7 (comment)
    • averages more (neg => pos) with iteration
    • classify face segments relative to overall feature ratio (pos/neg)
    • secondary criteria (i.e. distance, defects length, weighted distribution...) illustrations #7 (comment)
      • non-system: type dots (cloud, rock, pond) favor short/close (<3, <avg)
      • system: type path (cave, mount, pipe) favor variety
      • convex hull: unite forms (collapse, metaball, marching cube)
    • detail: LOD, tesselate, decimate, tube self-intersect 2e80360
    • segs: unit() => multiplyScalar(1+c.scale/2)
  • cubemap:
    • input crop: file count or aspect 1.3
    • layout as cross
    • apply texture to elevate/CSG (resize to icosahedron and MultiplyBlend?)
    • raycast vertexColor (origin)
    • raycast vertexColor (face normal) 0e7b080
    • use CubeTexture / CubeTextureLoader (requires same size, dataURI, etc..)
    • geo material: bumpmap, map (convex?)
    • multiple: distribute offsets to altitudes of segs
  • demo
  • Points emit from "med" defects:
    • static: dissolve constellation
    • dynamic: weather/swarm(?) 2a4ecf1
  • r3f:
    • state.performance.regress()
    • ref library: seed defects, or geometry 0211aa5
    • component allows multiple planetary bodies

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