Showing 659 of 659 total issues
TODO found Open
Open
# TODO: when OpenGLRenderTargetCube exists
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Open
# TODO: Find blendFuncSeparate() combination ???
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Open
# TODO: resize image ???
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Open
// 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 found Open
Open
uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
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Open
# TODO: when OpenGLRenderTargetCube is defined
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Open
# TODO: when PointCloud exists
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TODO found Open
Open
uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
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TODO found Open
Open
# TODO: SkinnedMesh/morph_targets
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Open
# TODO: place to put this???
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Open
# TODO!!! FIXME!!!
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Open
#include lightmap_fragment // TODO: Light map on an otherwise unlit surface doesn't make sense.
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TODO found Open
Open
#include shadowmap_fragment // TODO: Shadows on an otherwise unlit surface doesn't make sense.
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TODO found Open
Open
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 found Open
Open
# TODO
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Open
# TODO: load extensions??
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Open
# TODO: get_context ???
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Open
# TODO: when all of these things exist
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FIXME found Open
Open
# TODO!!! FIXME!!!
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TODO found Open
Open
# TODO: handle losing opengl context??
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