-
Notifications
You must be signed in to change notification settings - Fork 0
Open
Labels
bugSomething isn't workingSomething isn't workingdocumentationImprovements or additions to documentationImprovements or additions to documentationenhancementNew feature or requestNew feature or request
Description
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
- merge full array once (
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-intersect2e80360 - 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
- secondary geometry: torus knot, teapot
- Portal-type CSG projectile (to enter planet core) illustrations #7 (comment)
- FirstPersonControls and/or Octree FPS collisions and/or rapier physics
- advanced: materials/transitions
- animated targets: texture/model
- use as base to animate emotion, focal jitter, or some other environmental cue
- 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
Metadata
Metadata
Assignees
Labels
bugSomething isn't workingSomething isn't workingdocumentationImprovements or additions to documentationImprovements or additions to documentationenhancementNew feature or requestNew feature or request