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This plagued me for quite some time. I found two issues:
1. in developing a more complete deferred shading implementation with HDR, For some reason when using multiple texture samplers, sometimes BGFX…
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##### Description of the problem
So I am interested in quickly switching between different outputs of a shader without having to create new materials to just get different outputs.
One area in p…
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This issue is a **feature proposal**. Feel free to upvote (with :+1: ), comment and provide your use-cases if you're interested by this feature.
## Context
**Eye-Dome Lighting (EDL)** is a non p…
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### Operating System
- [ ] Windows
- [ ] macOS
- [ ] Linux
- [ ] FreeBSD
- [ ] OpenBSD
- [ ] Android
- [ ] iOS
- [ ] Nintendo Switch
- [ ] PlayStation 5
- [ ] Xbox
- [ ] Web Browsers
#…
Zyko0 updated
4 months ago
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**Describe the project you are working on:**
I am building a VRM importer for Godot. VRM is a glTF extension based around distribution of stylized non-realistic characters such as models available …
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# Description
The newly added support for [directional lights casting shadows](https://github.com/GameDevTecnico/cubos/pull/1338) has resulted in a drastic performance loss (about half in some case…
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## Summary
If we cant seen them, why render them? Disable rendering of unseen tilemap layers.
## Goal
If a tile and all of its 8 neighbors (4 sides + 4 corners) have an occupied "turf" l…
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Hi!
On the main page it says that multiple render targets are supported, but I when I tried to render to a framebuffer with 4 RGAB32F draw buffers I got this error:
-[MTLRenderPipelineDescriptorIn…
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enhancement of #6
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# Post Processing
## 참고
- [모바일 환경에서의 포스트 프로세싱 퍼포먼스 가이드 | Unity Korea | Youtube](https://www.youtube.com/watch?v=nNWRhsOAdB8)
## 개요
- 스크린에 보여지기 전에 카메라 이미지 버퍼에 풀스크린 필터나 이펙트를 적용시켜 다르게 보여주는 역할…
Eu4ng updated
11 months ago