Comments (1)
Added the slider and calculations into the fragment.glsl file. Currently its being used to calculate the z-value in the getRay function.
from hypvr-ray.
Related Issues (20)
- Fix simplex cuts for r = 5, r >= 7 HOT 3
- Select different textures for the concrete effect HOT 1
- Create a version using the THREE effects composer. HOT 1
- Feature Idea: Render boundary-at-infinity for hyperideal honeycombs
- Create a local scene based off of Binary Tiling
- Implement Post Processing using Three.EffectsComposer HOT 1
- Replace the two pass stereo render with one single pass.
- Feature idea: allow capturing frames for video
- Place lights based on honeycomb HOT 2
- Support keyboard roll camera movement HOT 2
- Calculate a max value for the "Edge Thickness" slider
- Option for light brightness to be proportional to amount of visual sphere the light occupies HOT 1
- Fix strange banded lighting behavior for some {p,q,r} values
- In VR have one controller be a light, other be a global sphere object
- Improve initialization speed. HOT 2
- Look into WebGL2
- SteamVR freaks out when VR is enabled. HOT 3
- Possible performance save.
- Shortcut geometric series when ray-marching towards a surface HOT 2
- Question about the scene raymarching HOT 2
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from hypvr-ray.