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This works:
```hlsl
[shader("vertex")]
FragIn_1uv vs_1uv(
[[vk::push_constant]] uniform Transform transform,
in VertIn_1uv in)
```
And I would therefore _expect_ this to also work:
…
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### Description of the bug
after slicing the object turns black insted of colours acording the legend.
### Project file & How to reproduce
make slicing of model
### Checklist of files included abo…
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I have a slang file containing two entry points for the vertex and fragment shaders:
```
[shader("vertex")]
VertexOutput vertexMain(VertexInput vertexInput)
{
...
}
[shader("fragment")]
f…
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Using the *rendering-geometry* workspace, by opening the opaque ShaderProperty and changing any of the shader stages (e.g. by returning red fragments from the fragment shader stage `outputFragment(vec…
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### Feature
**Context**
I have some vector data that I'd like to show in a CesiumJS viewer using a streamable data format.
The obvious choice is to use 3DTiles. 3DTiles does not have built-in suppo…
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### Tested versions
- Reproducible in `master` (76fa7b291455a8ba24c50005072ebdb58f8a5984)
- Reproducible in 4.3.stable
### System information
Godot v4.3.stable - Fedora Linux 41 (KDE Plasma) - Way…
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## Use Case
Spinoff from #469. Currently, the vector arrows need to be recalculated every time the user zooms in or out, or if the vector's scale factor changes. We could use a vertex shader to do …
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### Version/Branch of Dear ImGui:
Version 1.91.5, Branch: master
### Back-ends:
`imgui_impl_glfw.cpp` + `imgui_impl_opengl3.cpp`
### Compiler, OS:
`archlinux 6.6.56-1-lts` + `g++ 14.2.1`
…
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Even though I'm using a gpu build, inference is running on cpu/ram. I tried to tinker with parameters, but with no luck.
Log:
```
Godot Engine v4.3.stable.mono.official.77dcf97d8 - https://go…
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Looking at it with a fresh eye I realised why it is done the way it is, so you can mark this closed. (don't code or analize code when you are tired :) )
I've heared that the if(...) is very costly in…