- DONE: support more than 1 mesh
- DONE: support interleaved attributes
- DONE: target a node's transform and change it without rebuilding renderers.
- DONE: skinning
- TODO: support more than 1 primitive per mesh
- TODO: pbrMetallicRoughness support
- TODO: support more than 1 buffer.
- TODO: support for non-index geo
- TODO: support more than 1 root node
- TODO: support more than 1 texture per material.
Lights Materials
PBR Pipeline: (Metallic-Roughness Material)
support:
- baseColor
- metallicFactor
- roughnessFactor
Factor or Texture support
Spec compliant:
- When factors are specified, use as linear multiplier.
- baseColorTexture uses sRGB transfer function and must be converted to linear space before being used for computation.
- If a primitive specifies aa vertex color using COLOR_0, this value acts an additional linear multiplier to baseColor
- alpha coverage
Known PBR Issues
- Fresnel
- Normal map, tangent space?
- Linear vs sRGB
Normal TODO:
- the avocado model had bad normals - i needed to recalculated them
- Before computing the TBN matrix, the normal needed to brought into world space.
Boat Diorama:
- water, waves, reflections
- point lights
Boat Scene Todo:
- ship lights
- ripples
- skybox
DONE:
- buoy and buoy shadow
- Boat height respects wave
- Boat roll and pitch respects wave normal
- Gerstner waves