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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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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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# 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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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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![image](https://user-images.githubusercontent.com/77055841/133069208-bb38c812-9317-499c-8845-3becd041d2e8.png)
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The 3D model format is likely proprietary and is not decoded yet by the asset extractor. 3D elements are only used by the hamster minigame but this would be good to implement. The DS game uses Nitro m…
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Does this issue occur when all extensions are disabled?: Yes
- VS Code Version: 1.82.2
- OS Version: Windows 11
Steps to Reproduce:
1. Init a new project with `git init`
2…
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### Prerequisites
- [X] I have written a descriptive issue title.
- [X] I have searched all issues/PRs to ensure it has not already been reported or fixed.
- [X] I have verified that I am using t…
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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…