Showing 659 of 659 total issues
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# TODO
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max_vertices_in_group = 65535 # TODO: OES_element_index_uint ???
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# PointCloudMaterial => :particle_basic # TODO...
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uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
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when LOAD_MTL_PATTERN # TODO
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# TODO: original version uses browser features ...
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// uniform float scale; // TODO
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# TODO: when OpenGLRenderTargetCube exists
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# TODO: when morphing is implemented
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# TODO: scale the image ...
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# TODO: necessary for OpenGL?
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# TODO: useless in OpenGL ???
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# TODO: GL.BindVertexArray ???
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#TODO: make this more efficient
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# TODO: remove this maybe???
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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: investigate this (?):
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# TODO: supports[half|standard|compressed|blend min max] ... ???
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# TODO framebuffer logic for render target cube
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# TODO: make a GL.BufferSubData_easy method
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