-
Hello,
I just discovered that the emulator is also capable of simulating planes and meshes (which is great!)
However it's very confusing and irritating that the emulator also renders in the thr…
-
Geometry shaders are used to draw wireframe meshes on PC. But Meta Quest headsets don't support geometry shaders in VR. So for Quest we use a [wireframe shader using Vertex IDs](https://github.com/Vav…
-
**Is your feature request related to a problem? Please describe.**
Kim mouse meshes look jagged:
![image (2)](https://github.com/brainglobe/brainglobe-atlasapi/assets/10500965/db552f05-be71-4c86-b7c…
-
Currently we have one example showing how to write a vertex shader, and that example is for 2d meshes. Most custom shader examples only define a fragment shader, and use the default vertex shader. I'd…
-
Currently, HRRPUL only integrates across the mesh where the DEVC lives. I think that at this point we need to make this multi-mesh compatible. It is important for diagnostic purposes that we are abl…
-
Thanks for your great work!
Could you provide some demo meshes to compare with another implementation of tetrahedral splatting from https://arxiv.org/pdf/2405.20283 ?
-
**Release Type**: Official Release
**Version**: 4.2.0.2149
**Platform(s)**: Windows
**Describe the bug**
Nagivation mesh ignore all static meshes
**To Reproduce**
Steps to reproduce the …
-
All meshes are missing texture information.
Currently all meshes in the courses/fields/actions and cars all have textures extracted, but without a reference that links the texture to the mesh. Mes…
-
according to the sample-scripts, it is possible to load a scene with `scene = pyassimp.load(...)`: https://github.com/assimp/assimp/blob/35e4f1bf6492e11485336c1518485413c599e00e/port/PyAssimp/scripts/…
-
We, [Melissa](https://melissa.gitlabpages.inria.fr/melissa/#summary), are currently trying to shift from zeromq implementation to Adios2 for leveraging RDMA support. After several issues we faced whe…