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`VkPipelineShaderStageCreateInfo` has some VUIDs that can't really be validated:
- VUID-VkPipelineShaderStageCreateInfo-stage-02596
- VUID-VkPipelineShaderStageCreateInfo-stage-02597
- VUID-VkPipel…
Rua updated
11 months ago
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When going over #37, one of the `Draw` member functions could be marked `const` (`House::Draw`), but the others couldn't. It _might_ be worth investigating whether the others could be moved over also.…
msbit updated
3 years ago
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`TW::Input.draw-frame` calls `self.full-refresh` while `TW::SpanBuffer.full-refresh` calls `self.draw-frame`. This feels inconsistent.
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There is an grass example in documentation (https://github.com/pmndrs/drei?tab=readme-ov-file#instances) is not working:
> 👉 Note: While creating instances declaratively keeps all the power of comp…
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One idea that occurred to me for using WebGL with scenery is that it might be possible to reduce the number of draw calls by using a single draw call for multiple (similar) nodes that have different z…
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Basically sf2d_draw_fill_circle kills everything. This can be reproduced in the sample by moving sf2d_draw_fill_circle before any of the rectangle calls.
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### Tested versions
- Reproducible in 4.3.dev5
- Not reproducible in 4.2.1 Stable
### System information
Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeF…
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Running the samples without changes, I get an exception (during CWindowRenderTarget::Draw on a Tick) when going to the "Draw shapes" view. Commenting out the last two shapes (ClippingDrawable and Subt…
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This is a new feature request, affects all engine builds.
Units have these range types : https://github.com/beyond-all-reason/spring/blob/BAR105/cont/cmdcolors.txt#L81
That file allows game devs…
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Feedback from David Pierson at Water Quality:
>3. User Drawn Shapes: Formerly the IMAP would let you do a shape search where you could designate a point, draw a line, or draw a polygon, each of which…