Example:
import mset
baker = mset.findObject("Baker")
baker.loadPreset("All")
baker.getMap("Normals").enabled = True
/* eslint-env browser */ | |
import type {IRequestWorker} from "./worker.ts"; | |
const worker = new Worker(new URL("./worker.ts", import.meta.url)) as IRequestWorker; | |
// Receive from the worker | |
worker.onmessage = ({data: {myresponse}}) => { | |
console.log(myresponse); | |
}; |
// A barebones example of how to use the motion-controllers library and assets repository to load controller models in yor WebXR app | |
// This gist will not go into the details of how to set up a WebXR app (See https://immersive-web.github.io/webxr-samples/ for that) | |
// but will instead focus on the parts needed to find and load the appropriate controller. | |
// The motion-controllers library is small enough that it can easily be dropped into your own codebase if you wish, but loading it | |
// directly from a CDN like jsdelivr is an even easier route to getting up and running. | |
import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/motion-controllers.module.js'; | |
// The assets package (https://www.npmjs.com/package/@webxr-input-profiles/assets) is larger, about 67Mb at time of writing, | |
// so it may be more beneficial to always use a CDN for it, especially since that will enable your app to pick up new controllers |
{ | |
"version": "2.0.0", | |
"tasks": [ | |
{ | |
"label": "Delete Output Folder", | |
"type": "shell", | |
"options": { | |
"cwd": "${workspaceRoot}" |
texassemble cube -w 1024 -h 1024 -o cubemap.dds px.jpg nx.jpg py.jpg ny.jpg pz.jpg nz.jpg | |
texconv cubemap.dds -m 0 -y -f BC1_UNORM |
/* eslint-env photoshop */ | |
/** | |
* New 3D Layer from File. | |
* @param {String} modelFilepath Absolute path to the 3D file | |
* | |
* Examples: | |
* `addLayer3D('C:\\example\\scene.wrl');` | |
* `addLayer3D('C:\\example\\scene.dae');` | |
* `addLayer3D('C:\\example\\scene.obj');` |
Dishonored2.exe+3BFC7F0 | aas_subdivisionSize = 64 | Dishonored2.exe+3BFC818 -> 64 | |
the size of subdivisions to use for debug drawing | |
Dishonored2.exe+340CC20 | achievements_Verbose = 0 | Dishonored2.exe+340CC48 -> 0 | |
debug spam for achievements | |
Dishonored2.exe+3BFA570 | ai_debugCam = 0 | Dishonored2.exe+3BFA598 -> 0 | |
enable debug camera | |
Dishonored2.exe+3BFA470 | ai_debugScript = -1 | Dishonored2.exe+3BFA498 -> 4294967295 |
-- Reads the 88x88 thumbnail from Material Editor for an arbitrary material. | |
-- Note that it renders faster when the material editor is closed, | |
-- so you could call `MatEditor.Close()` first. | |
-- | |
-- Parameters: | |
-- mat: a material instance (StandardMaterial, Universal_Material, etc..) | |
-- | |
-- Returns: | |
-- a Bitmap or `undefined` | |
-- |
Materials are composed of shader blocks, each block has multiple subroutine variants.
Shader blocks:
#version 410 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texChecker; | |
uniform sampler2D texNoise; |