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### Describe the bug
Basically if you create an object with normals facing inward, and do not tag it as double sided, you would expect the object to render only at the angle you can see the interio…
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### For?
S&Box
### What can't you do?
Because Decals+ are on the way I want to make sure they'll also support the mesh decal workflow, which is currently not possible in sbox.
The basic idea is …
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On the left is the standard shader (Unity 2017.2), on the right is your hair shader (1.1) with an albedo, normal map, occlusion map and metalness map applied. I have turned the anisotropy right down t…
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I'm trying to implement platform-independent compressed normal maps that use Z reconstruction in the shader.
It looks like this is the correct way to save a two-channel image:
```
m_comp_params.m…
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Hi, thanks for making this great work.
The result is very impressive.
I'm trying to reproduce the result of Horse2Zebra and Map2Sat, but I cannot get similar FID values.
Is it normal?
Thanks.
…
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**Godot version:**
3.1 gles3
**Issue description:**
When you have overlapping sprites with normalmaps like in the gif and the project, the are incorrectly blended together. It looks like the norm…
szamq updated
4 years ago
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| --- | --- |
| Bugzilla Link | [462151](https://bugs.eclipse.org/bugs/show_bug.cgi?id=462151) |
| Status | NEW |
| Importance | P3 normal |
| Reported | Mar 14, 2015 18:08 EDT |
| Modified | Mar…
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When loading a game in the same level as the current one, the engine loads the default map in packaged builds. The reason seems to be that the current world gets unloaded from its package, which resu…
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Please add a new mode to both the etc1s and uastc encoders to optimize the encoded result for angular error rather than PSNR. This can be used when encoding normal maps particularly 2-component normal…
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Synoptic maps are often incomplete since there are gaps in the reprocessed data due to the very nature of the reprocessing. Code is fine. Maps just need to be recreated when all reprocessed data is a…