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Is the integration with the promising InstancedMesh2 library, which allows for well-supported frustum culling among other features, perhaps on the list of tasks? Will there be maybe a dedicated compon…
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### Tested versions
4.2.2 stable, 4.3 stable
### System information
Windows 10
### Issue description
Trying to change the mesh in a mesh instance while the game is running from the remote tab, re…
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### Describe the project you are working on
Any 3d project with millions of small objects to render.
### Describe the problem or limitation you are having in your project
1. The current MultiMe…
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**Please describe the problem you are trying to solve.**
Simplify the mapping configuration by removing the unnecessary (?) `direction="read"/"write"` attribute.
**Describe the solution you propos…
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## Bevy version
0.14.2
## \[Optional\] Relevant system information
Windows 11
[Nvidia RTX A2000 8gb laptop GPU, vendor: 4318, device: 9658, device_type: DiscreteGpu, driver: "Nvidia", driv…
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Hi, I have a glb file utilizing the EXT_mesh_gpu_instancing and EXT_instance_features extensions
See
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/R…
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### What do you want to improve?
The Kiali behavior when the discovery selectors doesn't include a namespace that is part of the mesh?
For example:
```
service mesh has namespaces A, B, C, istio…
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**Overview:**
When importing .glTF files, Babylon.js creates instanced meshes when two nodes point to the same mesh however, the opposite does not happen in the exporter which may result in reduced p…
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**Describe the bug**
In my level, which is infinitely generated using Procedural Terrain, I generate the dungeon 1000 units below my character and teleport them inside. When I have the dungeon set to…
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Currently is not possible to setup kinematic collision meshes for instanced forest trees.
Thus logic need to support NodeGenerator instanced meshes (i.e. single Node, which has multiple entities)