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License: Other
Contribution guidelines for stackgl projects
License: Other
Would be nice to have tools for generating extrusions/sweeps along curves.
Just uploaded a new org logo.
Here's an svg and png if you like.
stackgl.zip
Might be nice to have something like a path tracing module (this would be more a fun project rather than something serious at this point).
Would be nice to have glslify/webgl implementations of the following:
Other ideas may be adaptable from cudpp.
Appears to not be supported in WebGL (or at least not my machine), though it's listed in the spec, e.g.:
uniform vec3 initialUniform = vec3(1.0, 0.0, 0.0);
This provides default values for uniforms which would be really nice for making more reusable shaders, but quite likely out of scope for gl-shader
to shim. Maybe a wrapper package, or even a polyfill? Polyfill runs the risk of putting more burden on the package consumer, though also provides a leaner and more generic way of getting support across multiple frameworks/libraries.
Some projects
Having some tools to simplify texture atlas generation would be nice.
Likely tricky as gl-texture2d has to cover a lot of ground, but this would be super useful for enabling skyboxes (#4) and reflection/refraction among other things :)
Would be fantastic to have a module for subdividing simplicial complex meshes, e.g. for smoothing out the bunny mesh in some demos. I got halfway there using Loop subdivision but got stuck unfortunately :(
Still need:
Also nice to have:
ร la http://easings.net / http://glsl.io
Obviously they should be friendly toward Typed Arrays, RAF, etc.
Bonus points if one supplies GLSL variants.
We need more parsers for various 3D geometry formats. Eventually, it would also be nice to build some generic module that takes a simplicial complex and serializes it to various standard formats.
Using either alpha shapes or Poisson screening
Just curious if there's been any thought about adding TypeScript type definitions to these modules. One nice thing I still like about three.js is that there is a well-maintained .d.ts file, which makes working with TS and JS a lot more pleasant in modern editors like VSCode. VSCode can even infer types from standalone JS source files, but when you use require
unfortunately it can't infer anything.
Screen space ambient occlusion may not be perfect, but it would certainly be useful from time to time :)
Stuff like B-splines/nurbs and tensor product splines.
This is a fairly big topic. Lots of ways to solve it.
the fontpath modules are fairly experimental / scattered. Been using them on a couple projects but ideally I'd like to clean them up and rip some things out into their own generic interfaces.
I'm interested in adding support for ANGLE_instanced_arrays. After a cursory look at the modules that might be involved, it's starting to look like this might need alterations to:
I'm wondering if anyone has taken a look at this issue yet and formed an idea of what needs to be done. If there's already a plan in place somewhere, I'd follow that. If not, I'd love any thoughts/pointers before I get started.
Pinging likely relevant parties ๐ @mikolalysenko @hughsk
I think simplicial complexes are a good approach for modularity but they have some drawbacks:
I am experimenting with a torus-mesh
module and it would be great to have UVs baked in (like in @TatumCreative's geo-3d-box). It would also be good to standardize naming (mesh.uvs
, module name, etc).
Normals would also be handy. So far I am using normals and glsl-face-normal, which seems to work well. Are there instances where they might provide less than desirable results compared to using the normals generated with the mesh?
This could be implemented using a variety of different data structures.
With WebVR picking up speed, it'd be interesting to start investigating supporting it with a small collection of modules. Namely:
Would be nice to have a gl-skybox
package that can take a cubemap texture and render it behind the main scene.
More expensive, but rendering the sky in a shader as demonstrated here would also be super nice.
Possibly for use with finite elements
Possible applications include:
Lots of ways to solve this, often comes down to particular application and requirements (anti-aliasing, performance, polygon complexity, etc).
Some starting points...
Using either Hoppe or random decimation (as described by Kobbelt). This is a big project, but would have lots of applications in reducing meshes for transfer over the wire.
Related to this would be implementing POP buffers
@hughsk @chrisdickinson @mattdesl @mikolalysenko hello!
Iโm finishing glsl โ js compiler, it is going to be a RC soon, the most significant part is ready.
I would like to donate this project to stack-gl, as it fits here. Could you please have a look and tell what are necessary enhancements.
Looking forward.
Thanks!
Would be nice to have a single docs
repo that brings together some stuff, like:
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.