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NOTES.md

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#TODO

  • WebGL fail fallback
  • Need for minification

#LESS IMPORTANT TODOs

  • iPhone 6S WebGL has a bug when UNSIGNED_BYTE textures are used in fluid sim -> result is continuous negative fluid velocity -> solution is to use float textures (only half float supported?) -> alternatively, if outer particles are not visible, this bug is less important (Not an issue on iPad Mini or iPad 2)
  • Use float texture for rgb if system supports it -> great GPUCapabilties class
  • Replace window.width with getWidth()
    • and fix window width bug
  • Improve dye fall-off
  • Remove keyboard shortcuts
  • Integrate into master?
  • Improve particle appearance
  • Remove debug code
  • Force render fluid and particle as static inlines bools

#NOTES

  • Particle colors,

    • fluid texture lookup?
      • gets hue from fluid, alpha from grey/level? -> color filter from increasing fluid saturation?
  • Background transparency - possible, tricky to get the color fadeout right. Easier to do the tv glow effect with shader