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fix readRenderTargetPixels() and adapt to implementation format #4
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Conflicts: utils/build/includes/webgl.json
…ure/depthTexturesOnCurrentDev Conflicts: src/renderers/WebGLRenderer.js
…e.js into Lowfab-kintel-depthtextures
…extures Conflicts: src/renderers/WebGLRenderer.js
Feature/depthtextures
the renderTarget.texture was forgotten and I enjoyed the edit to integrate that too: mrdoob#7226 (I can't find an editor were I can comfortably and safely 3-way hand merge a 4kloc file, so I just copy-paste)
I think that was a bad reflex, sorry. |
Well, actually, the current dev branch uses console.error instead of THREE.error(), that was a copy/paste mixup. |
Since my branch has diverged quite a bit from the upstream dev branch - I'd rather merge properly rather than patch this branch. I'll give you a note once it's pushed. |
@nraynaud Hey, could you give the current depthtextures branch a spin? I think I merged everything correctly, but I don't have any tests for the code you contributed... |
Yes, I will give it a try in the next few hours. |
I think your changes work, I tried my main depthbuffer code, and it works, and the rest of my codebase seems fine after all the API change done. The CSS renderer is broken, but I need more time to check for API changes or actual regression problems from the branch you pulled. I'm pretty sure it's not your code. Thanks for your work. |
@nraynaud Cool - is this related to your gcode stuff or are you working on some other fun stuff? |
yep, it's for my CAM system. I am projecting a mesh of the part I want to mill into the depth buffer (that gives me a height field), and then doing a minkowski sum of the part and the shape of the tool, that gives me a map of the lowest position the tool is allowed to be without destroying the part shape. Then I add some voodoo to actually determine a toolpath. Currently I'm working on even more perversion of webgl: I'm extracting the medial axis of a polygon, entirely in the fragment buffer: http://nraynaud.github.io/webgcode/various_tests/test_voronoi.html |
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was merged manually |
the renderTarget.texture was forgotten and I enjoyed the edit to integrate that too:
mrdoob#7226
(I can't find an editor were I can comfortably and safely 3-way hand merge a 4kloc file, so I just copy-paste)