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Hello, I noticed that the depth regularization in both Hierarchical 3DGSand this project is implemented based on inverse depth. I would like to ask why the absolute depth of the real world is not used…
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### Preliminary Checks
- [X] This issue is not a duplicate. Before opening a new issue, please search existing issues.
- [X] This issue is not a question, feature request, or anything other than a bu…
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I am trying to integrate potree to existing threejs project (without using the offical viewer)
Here is what I have tried
```javascript
/* global Potree */
import { WebGLRenderer, Scene, Pers…
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Based on the call we had with @Antanasijevic here are the areas/aspects of the call UI we could adjust to match Sphinx design and colors.
Screenshot references:
iOS:
![IMG_8936](https://github…
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### Aircraft Version
Stable
### Build info
```json
{
"built": "2024-11-09T16:33:35+00:00",
"ref": "refs/tags/v0.12.3",
"sha": "7c0bb7fee6051b07edd3435d923b7acf1cec2945",
"actor"…
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Some people in-game have requested the dynamic camera toggle bind to be in the controls menus:
e.g.
```
bind x +toggle cl_dynamic_camera 1 0
bind shift+x toggle cl_dynamic_camera 1 0
```
(no…
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If you rotate the camera 180, the controls are backwards. We'll have to think about how best to solve this...
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This is part of the grand picture of a creator being able to control the primary experience giving their own spaces personal touches that make them unique. Naturally some sort of overrides should be …
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```
Hello.
It would be really nice to have user-defined values for the camera
(positioning, heading, pitch, roll, zoom) so we could remember those values to
re-create that camera angle later.
Well…
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The controls in the port are wrong, making it super uncomfortable/unplayable for avid SM64 players. On a N64 controller, the Z button is pressed by the left index finger, so it should be mapped to L, …