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**Problem Description**
Because there is no way to implicitly calculate LOD for texture sampling in the vertex shader, it causes a validation error when "ImplicitLod" variants of the texture instruct…
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# Description:
Our hard coded noise system is horrific to maintain, I say this having just spent several hours porting it to GLSL.
# Lithosphere:
[Lithosphere](http://lithosphere.codeflow.org/) has …
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### Godot version
4.0 dev . .
### System information
Windows 10, nVidia 1050 Ti laptop
### Issue description
The visual script canvas flickers, when one pan the canvas . . It's a bit annoying, li…
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Functions with a pole are not rendered correctly.
Like:
https://xr-graph.now.sh/?function=(pow(2,x)+3)/(pow(2,x+y)-9)&xMin=0&xMax=10&yMin=0&yMax=10
ToDo:
Check in shader after math operation, if resu…
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### Checklist
- [X] 1. I have searched related issues but cannot get the expected help.
- [X] 2. The bug has not been fixed in the latest version.
- [X] 3. Please note that if the bug-related issue y…
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The current implementation of the history graph relies on Canvas to draw the history plot. While this solution works fine with one or two generators, it becomes very resource hungry and laggy when a f…
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When exporting using the gephi plugin, opacity seems to work fine(?), however with the latest version of sigma.js it doesn't seem to work when setting the edge color to a rgba value. This would be nic…
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# MaterialX Nested Nodegraphs
This document outlines the proposal to support a `` which is a child of another ``. As there are no syntax changes, the proposal is for a **1.38.x** incremental releas…
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This is the only way I could get this project in to Unity without being stuck in safe mode due to errors coming from the shader graph package but now the clouds aren't rendering. Any help would be app…
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Hello,
I recently updated to the newest Unity LTS version and with that to the corresponding URP packages. In the editor, everything looks good but if I made a build (all platforms so far) the obje…