The Lisp can be used to define the GLDF product in the LISP REPL,
some files are in the wasm bundle, so for the demo you can simply:
Click the [λ Script (Lisp)] Button and it will create the GLDF as defined
in the LISP, and also start some Animation, tilting the light fixtures, changing Variants (and as such housing and light color) and some camera movement
Love it, bcs i am infested, i would love to see it in Rust (even embedded bcs of even more RTOS), but hey thanks for sharing, love it to repeat myself :)
i agree, sorry this is some edge-tech, so for safari it is a bit tricky, as it reports to have webgpu, but &force=webgl2 will do the trick.
I am working on the fix to have webgpu behave properly on Safari
Yup, so actually my take as well is, the scene itself is imperfect,
i took some known and easy to implement one.
So some scene, where some high building is illuminated up, would be desirable...
That's the real good proposal.
I must admit, my focus was on the street lights, which in general are already almost good, compared to what you mention
Thanks a lot
Ok, even so the quality degrades a lot, i added the webgl2 version,
it shall load as fallback, if webgpu is not enabled,
but can as well be enforced, to see the difference:
I should have mentioned:
WebGPU is needed, on Safari there is a bug in the Bevy Overlay, so you only see flickering (very annoying!)
This is an upstream issue (on to it)
So FF and Chrome works fine (if WebGPU is enabled!)
Thanks for the information, i should have mentioned, webgpu is explicitly used here, and this might be the issue!
Bevy's usage of WebGL2 is not that mature, and i use Bindless rendering (from my own contribution)...
i miss the Apple GPUs, specially bcs for higher VRAM they compute quite well, not even talking about power efficiency.
For my use-cases very often the low VRAM is the limiting factor, where the Apple GPUs often shine, the Apple Tax if seeing this way is nowadays quite low :D