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default uniforms semantic need to be added to the spec #83
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Full list is here: (origin: http://www.nvidia.com/object/using_sas.html) So it's WORD / VIEW / PROJECTION combination. WORLD |
Where can you find a description of those uniforms? |
Sure we'll need to describe them... |
see also #89 |
Following up on #89 required action here is to specify which are supproted for each semantic and implement support in the converter. |
I know I've discussed with @fabrobinet before, but I think I also think that several of those semantics will never be used in practice so we shouldn't adopt them all just because NVIDIA has them listed. I'm happy to propose what to include and what not to. |
I like this approach.
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AFAIK |
I'm with fab, I like |
(@tparsi oops I changed my mind, and I put the reason below, it's subtle so one solution or another is eventually fine with me) short story: I am OK to move-on and use I agree to let down Also, just like Tony would like , being able to specify what is the |
To me, |
That's was what I sort of intuitively thought too, but it is wrong, speaking of GL when you used to set the |
Oh so this is GL speak? I guess we should go with it, even thought it's dead wrong. |
@pjcozzi confirmed he is for this and will propose a set of semantic. |
Here are the semantics I propose along with descriptions and the allowed parameter type: Standard
Inverses
Inverse transposes
New ones I propose not listed above
Not needed: All of the following are rarely or never used in my experience.
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This looks like a really useful set to start. If we missed something, people will let us know. I approve! |
Agreed. I am open to adding more over time. It's nice to start small to not hinder engine developers with needless uniforms. |
This set is fine with me too, I think we'll get request for "local". (the transform at a given node not including parents). |
The GL terminology is model and world coordinates. Folks rarely mix terms, so we wouldn't say "local" and "world"; we would say "local" and "global." In the spec, I would probably write something like:
If we have a good use case, I am OK with adding it now. Perhaps it's useful for animation so we don't have to traverse all the way up to the root node - at the cost of an extra matrix multiply in the vertex shader. |
I can see "local" being useful. Let's add it. |
I'll start integrate what we have in the converter |
pushed in dev-2 branch acdce2c |
convertir fix: now on master |
Related spec question: In a technique's |
I added @fabrobinet do we have full support in the converter for all semantics above? |
We support them now in the converter, though not all of them are in use yet. |
I updated the list above to only account for 3D transforms per discussion with @fabrobinet, @tparisi, and @RemiArnaud. |
@pjcozzi I think we also need some semantics for vec3. Use cases are when you need a position, say for a light... The thing we are doing is passing a matrix, but this is a bit overkill and will seem non natural for adopters willing to write their own shaders to generate glTF. Just taking as an example MODELVIEWMATRIX, if we want the position, could something like MODELVIEWPOSITION as a I will put this more thoughts asap... |
I'm open to hearing out a potential list of additional |
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For the |
@tparisi for the draft 1.0 spec, use the following where the spec currently has "Todo: do we need a table here listing all the semantics and their meanings? Or in a reference section since this section is non-normative?": Uniform semantics:
Attribute semantics include |
in duck.json :
those uniforms have to be provided by the application, so they need to be provided in the specification
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