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Hello,
I see JXL generates significant color distortion
Original:
![Original](https://user-images.githubusercontent.com/7143443/210929220-4c6efaba-3feb-4c02-94d2-710dd2d262c8.png)
Converted to…
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![image](https://github.com/kunheek/style-aware-discriminator/assets/94814696/dd6b9b7a-541b-4f70-9c9f-01e3b46ef6bd)
I use "python -m synthesis interpolation --checkpoint ./checkpoints/afhq-stylegan2-…
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While transitioning from Vcam1 to Vcam2, and if changing Vcam1's FOV during that transition, there is a glitch in transition which happens at the time when FOVs of both cameras become equal.
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I.e., if an entity is far away from a player's view, then it doesn't need to lerp (which causes recursive move events & lookup tree updates). Not really significant for most games, but becomes a signi…
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Hello there!
I'm doing my own Source BSP renderer as well and in researching the face displacement algorithm I found your repo, and saw that you were having problems with it too.
I just spent 2 …
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Perhaps as an ease function, added by the component to anime.js as a custom ease function.
THREE may already have a slerp implementation to use: https://github.com/mrdoob/three.js/blob/ff2ce5657cf1e25…
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I'm working on a rail shooter game using the path creator and contains alternate paths that can be taken.
The problem is that the transition of paths is not smooth, the player immediately snaps to …
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https://www.youtube.com/watch?v=-VrIQPw3TaQ&t=2s time - 0;05
On net graph it shows lerp value of 0 and cl_updaterate 250000 , wich shouldnt be possible since valve servers has max updaterate set t…