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### Description
I'm using TSL with a MeshStandardNodeMaterial on a BatchedMesh. I have a custom vertexNode reusing the logic of BatchNode so I can apply custom bending effect on it later on.
How…
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Currently our implemention of Entt allows us to get an Entity, however we must pass in the entitie's handle:
![Image](https://github.com/user-attachments/assets/f8f57218-f781-409b-bacf-597478319e8d)
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We have a recipe that works on both two- and three-dimensional data and uses `mesh` plots to visualize it. Often, we color the meshes to convey additional information, so it is important that colors a…
lhupe updated
2 months ago
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I have an office interior with around 20 rooms. Each room has those square lights. In total there are around 500 to 600 arae lights in the building.
I've used a area light mesh for each square ligh…
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### Problem
Recently, we got many visuals improvements, such as dynamic shadows, and more are upcoming, according to the milestone. However, creating light sources itself is still weird, on many po…
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### Godot version
4.2.dev5
### System information
Godot v4.2.dev5 - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (CML GT2) () - Intel(R) Core(TM) i7-10850H …
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**Is your feature request related to a problem? Please describe.**
[WIP] In the documentation of the Geometry Subgroup on Naming conventions, some information is missing:
* File Names
** Naming of …
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How can I use OpenGL-related methods in PyTorch3D to render semi-transparent textures? I want to achieve the effect shown in the image below, or does PyTorch3D support using the blend function like gl…
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Currently lights must be positioned in absolute coordinates. Would be more convenient to use if I they were transformable by scene object.
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## What problem does this solve or what need does it fill?
Allow a light to only cast shadows for certain meshes.
Currently, you can only prevent shadow casting for _all_ lights for a _specific…