remaining big problems: - can't find a way to express the shiny texture as an alternate diffuse map - can't use normal map with three.js
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Replying to @eevee
- three.js's collada importer creates a duplicate skeleton for every submesh - the collada file is still 11MB
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Replying to @eevee
lmao this array-reversing algorithm didn't work so well because i forgot to stop halfway
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Replying to @eevee
hm! trying to fix this on my phone. sobel on depth gives me an eerie fuzz; sobel on normals gives me all zeroes
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Replying to @eevee
but i can view the depth and normal maps directly and they work fine, so something is going weird in the shader itself
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Replying to @eevee
why. Why do you look like this this is sobel on the depth map. sobel on normal map is still just blackpic.twitter.com/8QBuYS4gGw
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Replying to @eevee
here's what it's /supposed/ to look likepic.twitter.com/qvHZApOUfA
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Replying to @eevee
the bogus result even flickers a little, despite nothing actually moving or changing. what on earth.
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Replying to @eevee
i wonder if this shader (which i didn't write) is doing something really unexpected with mat3s somehow, and it's related to the ANGLE bug
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Last I checked three's phong shaders are pretty fundamentally incorrect.
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