-
```
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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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…
-
```
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…
-
**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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# 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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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…
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Hi,
I am working on an autonomous driving vehicle using PythonAPI. For some test cases, I need to add texture over the traffic signs like (traffic lights, stop signs, etc.), but I am able to apply …
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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…