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Add shader textureBias #4088
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Add shader textureBias #4088
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21f8d93
expose grabpass
slimbuck 22cd32b
Merge branch 'dev' into multiframe
slimbuck 9537b05
Merge remote-tracking branch 'upstream/dev' into multiframe
slimbuck a22fe3d
Merge branch 'dev' into multiframe
slimbuck e522bee
Merge remote-tracking branch 'upstream/dev' into multiframe
slimbuck e5634c1
add globalTextureBias
slimbuck 820be97
Merge branch 'dev' into multiframe
slimbuck 9d7887b
add more globalTextureBias
slimbuck bab0294
Merge branch 'dev' into multiframe
slimbuck be3f259
revert unrelated changes
slimbuck a08c42a
support WEBGL_depth_texture
slimbuck fec5773
revert changes to grabpass
slimbuck 0f35145
revert exposing grabpass
slimbuck d1a9c10
rename to textureBias
slimbuck 01a1382
revert changes
slimbuck 6eeb940
revert unneeded changes
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I think we should have a public API for this. Ideally the viewer code you test it on would not do
this.scope.resolve("textureBias").SetValue(...);
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This transform feedback example already uses this API. This uniform management is long overdue a redesign.
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That's true, but transform feedback example is accessing this API to set uniforms in its own shader.
But here we're adding new functionality to the engine that the Viewer wants to use .. and that should be different API, allowing us to even rename the variable later if needed. Maybe `Scene.standardMaterialTextureBias' or a shorter version of it? Something we publicly document.
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I'd prefer something like
Scene#textureBias
and then potentially addTexture#bias
which would take precedence.There was a problem hiding this comment.
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Could be a scene setting... though I would prefer creating and exposing public API in followup PR.
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Fine by me.