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Hello,
I'm trying to implement some code. How can you directly load a glsl or hlsl into Urho3D that can be used by the shader program? I have to pass information into it utilizing the GPU. The code…
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DllExport const class Urho3D::IntRect &
Sprite2D_GetRectangle (Urho3D::Sprite2D *_target)
DllExport const class Urho3D::IntRect &
Graphics_GetScissorRect (Urho3D::Graphics *_target)
when I invok…
ghost updated
7 years ago
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**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
This issue is relate to Bullet pr: https://github.com/godotengine/godot/pull/10013/commits/59ac2999ea4af77cc…
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Is there a benefit to having the maze of different techniques compared to having a simple shader that can be dynamically changed from the material editor, for example if you add a normal map it will a…
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Current version uses nullptr in single place and do not compile on platforms without C++ 11 support
```
void b2Body::DestroyFixture(b2Fixture* fixture)
{
if (fixture == nullptr)
{
return;
…
1vanK updated
7 years ago
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##### Brief Description; "
When build cppsharp under unbuntu, got the following message:
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or o…
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### Description
I've successfully built the [Android Camera Demo](https://github.com/tensorflow/tensorflow/tree/master/tensorflow/examples/android) a couple days ago but I've failed to build the ap…
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I created a simple project (Desktop/Android/iOS)
In the shared code I added
`LogSharp.Log.Debug("Start");
`
And that works on Windows, but fails to show anything on OSX (not in the console wi…
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Would be possible to get the MobileHmi sample working also on UWP ?
As I did not use UrhoSharp by now, could you please tell me what tools are you using to design the UrhoSharp 3D graphical objects ?
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I'm making an app for my drum classes and to make it cross-platform I've chosen Urho.Sharp, because it has low level Sound API as well as rich graphics capabilities. As a first step I'm making a metr…