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### Expected behavior
The same as OpenGL. Drawing to render textures and then drawing a quad to the screen should work.
### Actual behavior
The quad drawn the screen has wonky results, either t…
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A 3D resource loader using the gltf model format.
Load in meshes, images (textures), shaders (if in gltf or pbr for default) and possibly scene features like Cameras, Lights and meta data.
I hav…
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Optionally also attach two images ![image](https://user-images.githubusercontent.com/54822334/221260125-2cc91604-f3fd-49e7-96da-5e30237cef33.png).
{
"name": "DEFinitely-Lit",
"description":…
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**Describe the project you are working on:**
I will be rewriting the particle system for Godot 4.0.
**Describe the problem or limitation you are having in your project:**
Users often complain…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
In slightly more complex rendering setups you usually want to reuse and share shader code between different shaders, like…
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Optionally also attach two images Illumination-hero.[png|jpg] (max 2400x666) and Illumination-thumb.[png|jpg] (max 580x380).
{
"name": "Illumination",
"description": "Ready-to-use forward s…
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It would be very helpful for a lot of different things to have floating point rendering targets without clamping to [0,1]
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Optionally also attach two images Horri-Fold-hero.[png|jpg] (max 2400x666) and Horri-Fold-thumb.[png|jpg] (max 580x380).
{
"name": "Horri-Fold",
"description": "A Lo-Fi Horror shader.",
…
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From the Defold repo: https://github.com/defold/defold/issues/6281
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Description:
It should be possible to change collision object group and mask at run-time.
Use case:
Sometimes it might be easier to change the group and/or mask at run-time than having multiple o…