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## Describe the bug
When enabling `frustum_planes = render.FRUSTUM_PLANES_ALL` on a render.draw() call I expect sprites falling outside of the frustum's near and far plane to be culled, and no rend…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
The GLSL ES spec does not define a default float precision for fragment shaders, so Defold have to specify it, and now it…
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**Describe the bug:**
When using the new shader pipeline, some particular conditions cause compilation to fail in the editor. It's unclear what exactly the error is, because there are no error messag…
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**Describe the bug (REQUIRED)**
I have a simple 3D scene that originally used the old shader pipeline. In my Lua code, I set up a few arrays of point light data (representing the light positions, col…
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Adding this to the bottom of scripts will prevent mouse wheel from scrolling a browser window while hovering cursor on the canvas. Important for games which use mouse wheel for whatever reason.
```…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
I'm working on a project where I need to replicate Photoshop's "Color" blend mode to achieve specific visual effects. Cur…
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Last weekend I put together a luajit sokol that uses ffi and linked sokol dll's
Currently only tested on Win. But should work on MacOS and Linux (will check this weekend).
This is just an issue if …
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When you add images to an atlas you could add for example
```
guy_jump_1
guy_jump_2
guy_jump_3
```
What if we could add
```
guy_jump_1_DIFFUSE
guy_jump_2_DIFFUSE
guy_jump_3_DIFFUSE
guy_jump…
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Probably the most frustrating thing in the Defold editor when working on 3D levels, assembled from 2D flat objects as sprites, tilemaps, is z-fighting. The objects are sorted by the distance of the pi…
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**Describe the bug (REQUIRED)**
As I was making a simple tilemap I spotted that I was getting what looked like pixel offset between adjacent tiles.
The issue seems to appear in an inconsistent man…