-
A feature in VHLT and forks, "embedded" lightmaps are lightmaps that are baked into the diffuse texture, for textures that cannot be lightmapped on certain engines.
These have a few use cases:
* L…
-
```
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…
-
How to upload a flat image in the simulator environment? (to calibrate cameras for SVM technology)?
-
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…
-
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…
-
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…
-
# 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…
-
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…