| Texture2D
in the least?
see here: https://luma.gl/docs/getting-started/external-context
the Model
and Transform
classes provide an interface very similar to regl and pex-context, albeit more object oriented
How are you liking luma.gl?
Well, turns out it's in a state of flux right now as they're overhauling the API. Seems like in the end it'll be a pretty cool API with a gpu abstraction that supports webgl, webgl2 and webgpu. From what I can tell there are also both low level and high level abstractions for drawing.
But right now it's been too hard for me to juggle the documentation (which has stuff from both their v8 and v9 APIs mixed together and the website is tough to navigate.
I'm guessing maybe it'll clear up in 6 months or so but in the meantime I'm gonna try picogl.
uniforms: { texture: (ctx, props) => regl.texture(props.textureData) }
, as this will instantiate a new texture on every frame (without destroying previous textures?) and so will be very slow
vertices = [[ v0, v1, v2 ], [ v3, v4, v5 ], [ v6, v7, v8 ]]
selected = [[1, 1, 1], [0, 0, 0], [1, 1, 1]]
varying
, and unless you have the same value at all three faces, that varying won't be constant across the face (you want to select faces, no?). If you want the varying to be constant, you just have to construct every face from three independent vertices and pass an identical selected
value for each corner.