Comment by jesse__
3 days ago
"it's a lightweight SVG renderer"
Meanwhile.. drawing 512 subdivisions for a single textured quad.
It's a cute trick, certainly, but ask this thing to draw anything more than a couple thousand elements and I bet it's going to roll over very quickly.
Just use webgl where perspective-correct texture mapping is built into the hardware.
The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment. Most 3D renderers focus on realtime speed, not file size and runtime portability. I think in practice we will configure the subdivisions at something like 64 for a good file size tradeoff
Why use SVG for this, though? This could be easily implemented as pure JS software rasterizer without all the tessellation workarounds.
> The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment
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