-
```
If an texture is specified, this is used as tile for the ground.
Additional to this, the tile mapping size could be specified and influence the
perceived altitude of the viewer.
This however, r…
-
This system will be initialized before every other system including the app system. It basically a way to configure the application but loads up a file that contains. The other goal is to allow the wi…
-
```
If an texture is specified, this is used as tile for the ground.
Additional to this, the tile mapping size could be specified and influence the
perceived altitude of the viewer.
This however, r…
-
```
If an texture is specified, this is used as tile for the ground.
Additional to this, the tile mapping size could be specified and influence the
perceived altitude of the viewer.
This however, r…
-
# Steps to Reproduce
- Login on the MAINT-RC: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/3.8.7.307376
(or http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vi…
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Right now `BlitPass::AddCopy` has a routine to copy data from a `Texture` to a `DeviceBuffer`, but it _also_ unnecessarily copies data to the host when doing so. What's worse is that we're actually re…
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**Describe the bug**
If tiling for texture is set 1 in blender, exported .glb is viewed correctly in F3D (mesh and viewport grid are visible). If I set tiling higher than 1, F3D viewport is empty - n…
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It seems like support for Mapy.cz is broken, model is weirdly tilted after import and textures are broken / do not project properly.
Google Maps works fine tho.
- The .rdc file - Unable to attach…
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Implement an HDR rendering pipeline by adding support to load HDR textures, render bloom/gaussian blur and a few tone mapping shaders. Tone mapping will be similar to Uncharted 2 and some very generic…
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BAR engines introduce texture batching which means that rendering is massively helped by units sharing the same texture. ZK units tend to have unique textures so this benefit won't show up too promine…