-
-
Notifications
You must be signed in to change notification settings - Fork 36.2k
Line2NodeMaterial: Align wide lines with WebGLRenderer version.
#32234
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Merged
Changes from all commits
Commits
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
In the library,
viewportis sometimes defined in physical pixels, and other times in logical pixels. It would be a lot better if there was consistency in this regard -- or improved nomenclature. Perhaps @sunag and @Mugen87 could come to an agreement on this.There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I agree with what @sunag has defined in #29347.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This bug occurred because the definitions are not consistent.
renderer.setViewport()is in logical pixel units. Can you improve the nomenclature?Uh oh!
There was an error while loading. Please reload this page.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think there is a difference with what is defined via the renderer API and what TSL objects represent in the shader. That has been mentioned here #29347 (comment). I don't think you can come up with a solution that satisfies every use case. Keeping the TSL objects in physical pixel units seems correct to me. And I would leave the renderer API as it is, especially to avoid any kind of breakage.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes.
Yes.
So the only possible changes are in the margins: revist the docs and inline docs and ensure the units are clearly stated.
Also the internal nomenclature could be reviewed.