-
For a lot of things the DynamicBatchRenderer is not at all effective (plus it destroys lighting). A new system for rendering is underway, and the work needs to be completed.
-
### Godot version
4.2 RC1
### System information
Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF
### Issue description
As you can see in the images the AABB godot calculates ar…
viksl updated
2 months ago
-
## Bevy version
0.12.1
## \[Optional\] Relevant system information
* latest nightly rust
* Windows 11
(Issue still happens on stable rust)
```ignore
`AdapterInfo { name: "NVIDIA GeForce RTX…
-
Currently there is a system with baking animations: https://github.com/webaverse/app/pull/1569
But we need a solution that a non-dev can implement for testing purposes. If the animation works in test…
-
-
Currently decals (DecalGeometry.js) do not work with animated meshes.
I am peering into the code to see how difficult it would be to implement this. It appears maybe animations are done at the shade…
-
### Godot version
N/A
### System information
M1 Macbook Pro, macOS 13.5
### Issue description
I'm hoping to contribute to this project, so I'm starting by trying to get a local build wo…
-
Hi,
this is actually a really interesting converter and the client side conversion makes it even more useful than gltf. Really a great work you did on this.
Is it maybe possible to add 2 more conver…
-
Hopefully asking for help is allowed here, but I've been struggling to try getting skinned models exported. I looked through the issues on this Git, and I read it's possible, but I don't know what to …
-
@keegan-o
Tooday i was try to optimize grass and found this.
All eco trees used not optimized render type. Need to use Graphics.DrawMesh But is not supported by type of render.
As a result , wal…