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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…
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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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```
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…
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How to upload a flat image in the simulator environment? (to calibrate cameras for SVM technology)?
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```
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…
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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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# 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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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…