SpaceToast Posted August 10, 2018 Share Posted August 10, 2018 I'm picking up an older project again, and moving it to the current version of BJS. This is a pain, though, because I'd been extending the StandardMaterial shader within a copy of the BJS framework itself. The project made extensive use of noise and shape functions to simulate textures within the GPU by altering the diffuse, specular and normal values of the StandardMaterial, based on a flag hacked into the framework. The advantage of this method vs. ShaderMaterial was getting unlimited resolution textures at no bandwidth cost without having to reimplement all the goodies in the StandardMaterial--SSAO2, fog, shadows, etc. The disadvantage: Lack of portability, and having to find a way to re-minify everything myself before deployment. (My kingdom for uglify.js to support the `` multiline literal...) Before I start migrating my hacks, I wanted to ask this of the smart people around the water cooler: Can anyone suggest a more elegent way to do this, without modifying BJS itself? Quote Link to comment Share on other sites More sharing options...
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