
In May 2025, Emadurandal developed core support for the KHR_materials_anisotropy extension in the playcanvas/engine repository, enabling directional specular highlights in glTF rendering. This work involved refactoring the material and shader pipeline to accommodate anisotropy intensity and rotation without introducing regressions. Emadurandal integrated the new feature into both GLSL and WGSL shader paths, providing usage examples to guide adoption. The changes introduced a breaking update, coordinated for downstream compatibility, and enhanced the rendering fidelity and physically based rendering workflow for glTF imports and exports. The project demonstrated depth in 3D graphics, shader development, and material shading using JavaScript.

May 2025 monthly summary for playcanvas/engine: Delivered core KHR_materials_anisotropy support in glTF rendering, with anisotropy intensity and rotation, shader integration (GLSL/WGSL), and usage examples. Refactored material/shader logic to support anisotropy. Notable breaking change introduced by commit [BREAKING] Feature: KHR_materials_anisotropy (#7668).
May 2025 monthly summary for playcanvas/engine: Delivered core KHR_materials_anisotropy support in glTF rendering, with anisotropy intensity and rotation, shader integration (GLSL/WGSL), and usage examples. Refactored material/shader logic to support anisotropy. Notable breaking change introduced by commit [BREAKING] Feature: KHR_materials_anisotropy (#7668).
Overview of all repositories you've contributed to across your timeline