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NOTES.md

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NOTES: - Editable particle count - use url params and reload to avoid texture allocation issue? -> let u/CaptainObliviousity and u/8lbIceBag know when complete

! avoid normalizing 0 vectors / any cases of bad math, even if the algo avoids them, they case problems on some machines http://www.reddit.com/r/InternetIsBeautiful/comments/2gkunq/fluid_and_particles_in_webgl/ckk3jrp

- Texture lookups outside function void main() are not standard - this caused issues on many GPUs!

TODO: - need fallback for interpolation when OES_texture_float_linear is not supported (simply bilerp in relevant shaders controlled by glsl define) (this is an issue on iOS webgl) > http://codeflow.org/entries/2013/feb/22/how-to-write-portable-webgl/#how-to-deal-with-no-linear-filtering-support

- Shaderblox: Precision
			  Defines
			  Super functions
- fix memory leak issue in html -> does one exist?
	!! Theory: when the particles pile up, fewer gpu cores are used to render, since particles require a texture lookup, the same core running many lookups becomes slow!
		-> Firefox handles this much better than chrome?
		-> Blending factors into it a little
		-> Improved a lot by using NEAREST velocity texture

	-> Only seems to occur with particles! Reset fixes the issue???
	what on earth?
	-> seems to get worse when particles are on top of one another ?
		=> depth testing?
- fallback to power of two textures in fluid for speed / compatibility in gltoolbox
- fluid shouldn't really manage the dye, nor should particles manage advection

BUGS in Other Things: - Chrome, if missing OES_texture_float_linear, chrome errors incorrectly 'missing OES_float_linear' - Haxe Map.set should return the item set? (for chaining) - haxe.Timer.delay not working on c++? - Type.createInstance - why is there an argument limit? There's no reason for there to be one.