The current flag did not work because float shader flags are not
supported. It was also not very useful because it was per-shader
and did not use the alpha cutoff property of glTF materials.
Instead, let's turn the shader flag into an enable/disable boolean,
and add a scalar material property named "alphacutoff" that gets
read by the glTF importer.
When the alphaCutoff flag is enabled, the material property will be
compared against the pixel's alpha value to decide whether it should
get discarded.
Vector methods are extended to receive vectors as individual numbers
for each of x,y,z,w component. The vector objects are still supported
as well.
Previously only single value scalar was supported. This change maintains
backward compatibility.
```
v = vec3():add( 1, 2, 3 ) -- both do the same
v = vec3():add( vec3(1, 2, 3) ) _/
v = vec4():mul( 2 ) -- x component is a default for y, z
v = vec4():mul( 2, 2, 2, 2 ) _/
v = vec2():lerp( 2, 2, 0.5 ) -- in lerp, dot, cross, distance
v = vec2():lerp( vec2(2, 2), 0.5 ) _/ all components are mandatory
```
If you create and destroy objects quickly (using :release), malloc
might give you the same pointer. When we look up this pointer in
the userdata cache, it'll give you an invalid Proxy/pointer, which
throws an error like "Calling 'fn' on bad self".
When collecting objects, remove them from the userdata cache.
- Previously, animate was converting from oculus basis to lovr basis.
- Not all hand models are animated.
- Instead, apply the compensation in newModel.
- This means that both animated and non-animated models have correct orientation.
- Verified that regular getPose is returning correct rotation as well.
Audio currently stutters on the wasm build. It is much more severe
in Chrome than in Firefox (very rare/subtle in Firefox). miniaudio
is currently using ScriptProcessorNode, which is deprecated because
it processes audio on the main thread. There's a new API that lets
you programmatically process audio on a thread called AudioWorklet,
but it's hella complicated. miniaudio doesn't want to support this
because it's complicated and requires a separate JavaScript request
but it seems like it would be possible to work around using a Blob.
In the meantime, miniaudio bumps up the buffer size on WebAudio, so
let's just use that in hope that it helps.