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**Godot version:**
3.1 stable
**OS/device including version:**
Windows 10, GTX 1080, 419.67
**Issue description:**
Imported a bunch of 3D Objects (Wavefront) and Textures at once. Godot could…
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Add configurable PBR debug modes that can display the depth buffer, vertex attributes (normals, tangents), material properties and textures, normal-mapped normals, etc for debugging purposes.
I alr…
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I'm sure the community would jump at the opportunity to create some pbr textures for this.
Amazing work by the way thank you for bring my childhood kicking and screaming into 2023
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I recently discovered this issue recently in JME 3.6.0-alpha1 and created a test case.
Here's how it renders with the 3.2 Core profile:
![Core](https://user-images.githubusercontent.com/2287609/2116…
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## What just happened?
Some objects near the water appeared to have rendering issues in the form of block like texture repeats.
## What were you doing when it happened?
Observing my surroundings and …
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## What problem does this solve or what need does it fill?
To blend translucent textures correctly, it is nearly always necessary to store them with the alpha channel *pre-multiplied* so that linea…
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Textures loaded by GLTFModel should be sRGB when they are for PBR materials, and GLTFModel attempts to set the ````encoding```` property as such, however that property is read only. Therefore, they ar…
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Hello!
Right now I'm making simple material editor where I can set all textures needed for PBR
For texture loading I'm using loadTexture function provided in examples. When texture is loaded, I'…
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## What just happened?
Was attempting to align planar faces for PBR materials, however it did not align. Non PBR materials still behave normally.
Additionally, it appears that Planar Mapping textur…
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Hi,
we were wondering if there were any requests for object-space normal maps, and whether it could make sense to include those in the next version of glTF.
**Why / where could we need those?*…