Comments (2)
@nickmcintyre Just want to note that I am thinking about pruning many of the things you listed as well (particularly those that thinly wrap JS functions and p5.Table). I wouldn't necessarily remove the mobile events if at all possible and I would still keep the IO loading and http functions as they have their uses, perhaps with some API updates.
Some idea around whether people are using p5.Table for example can greatly help with decision making here.
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One other WebGL feature that may be able to be pruned is the perPixelLighting
property in setAttributes
. Turning it off means lighting is only calculated per vertex, then interpolated across faces, for performance or a retro look. I was trying to survey people to see if anyone uses it or knew it existed and it doesn't seem to get much use. I'm open to still including it because it isn't a huge deal, but it feels like maybe something that could be better served by a custom shader provided in a library.
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Related Issues (20)
- Possible bug with trigonometry functions HOT 2
- getting wrong language in the console. HOT 9
- Hit detection on 2D Shapes HOT 1
- Docker implementation HOT 3
- Broken link to dev_notes.md in the documentation HOT 1
- "point" class documentation text misprint HOT 9
- p5.Vector reflect() unexpectedly modifies surface normal argument HOT 3
- orbitControl() customizability HOT 3
- clearDepth() example broken
- Add an easier way to disable right-click context menus on the canvas HOT 8
- [p5.js 2.0 RFC Proposal]: Promises HOT 4
- Clipping to multiline text only works with the final line
- a typo in createCanvas() reference? HOT 3
- Reference page of Quad (2D Primitives) HOT 6
- Broken link to contribution docs in the README.md HOT 1
- Slight mistake in description of scale() effect in reference HOT 3
- Broken links in README ('Learning' and 'Get Started' sections) HOT 1
- textWidth gives wrong value on setup function HOT 3
- Text-based canvas accessibility throws error on out-of-Y-bounds shapes HOT 6
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