Showing 251 of 251 total issues
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# TODO: when PointCloud exists
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# TODO!!! FIXME!!!
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# uniforms['scale'].value = _canvas.height / 2.0 # TODO get window height?
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# TODO: GL.BindVertexArray ???
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# TODO: is this necessary in OpenGL ???
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# TODO: Find blendFuncSeparate() combination ???
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# TODO: supports[half|standard|compressed|blend min max] ... ???
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# TODO: scale the image ...
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# TODO: canvas texture?
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# TODO: geometry vertex array ?????
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fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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// fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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# TODO: when OpenGLRenderTargetCube exists
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# TODO: when OpenGLRenderTargetCube exists
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# TODO: place to put this???
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# PointCloudMaterial => :particle_basic # TODO...
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# TODO: useless in OpenGL ???
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# TODO!!! FIXME!!!
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# TODO: when ImmediateRenderObject exists
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Open
# TODO!!! FIXME!!!
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