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adding lens distortion effect #514
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vanruesc
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Looks good 👍
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Just a moment. The linting thing is very touchy. In VSCode and windows if you do newlines from the end of code it goes to the tab point and complains about spaces. newlines has to be keyed from the start of lines which is not normal. So you don't need a demo added ? I have external ones for video texture tests. I just noticed only the demos in the public folder get generated in github pages not the manual. So the sources in the demos directory is needed also. I am working on a branch for XR support which I updated the manual demos for XR, reliant on a current three PR. I need this effect applied to both eyes. So trying to figure that out later. I think I have to set the renderer viewport to not apply a fullscreen effect. I've asked a question about that in discussions. |
No, the demos that are currently public are in maintenance mode and will be removed soon. The manual demos will also be updated again in the near future so I'll add a demo for lens distortion during that process. |
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Thanks! |
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Thanks for reworking the shader. I know enough but working out the workflow for this project took a bit. Hopefully it's useful. I am working on XR changes in another branch and updated the demos and manual with XR support and seems to be working. But it sounds like I'll have to redo them. I am unable to generate demos/manual from github pages however. I'll PR that once's it makes it into npm three I guess. |
I'm not sure I understand what you're trying to do. Why did you change the demos? The manual is a work in progress that will be published with v7. I'ts not supposed to be live yet. If you'd like to showcase something, consider using codesandbox with custom builds of
That won't be necessary. XR support is planned to be implemented as part of - or after - v7 and it will be accompanied by a demo. There is no need to add a VR button to every demo. |
Related issue: #440
Description
Adding initial lens distortion effect and shader. Needs demo to demonstrate value changes.