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Currently each instanced maya shape is exported as a new mesh. Most code should be in place to deal with instances.
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from a cursory glance, it seems possible to subclass the `VGMPlayer` class and overwrite `InitDevices()` to not call `SndEmu_Start()` and instead fill in the device definition callbacks manually.
I…
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### Cocos Creator version
3.6.3
### System information
Windows 10
### Issue description
model use instancing ,the planar shadow show only one.
### Relevant error log output
_No response_
### …
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When a tile contains multiple models (for example a tree model and a box model), the resulting glTF should contain multiple meshes/nodes.
This functionality replaces the cmpt files with multiple i…
bertt updated
2 months ago
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GPU instancing is key to my project. however current version does not support it.
By dissembling the engine code, I found GPU instancing is already there, but has some bugs.
I managed to fix it , bu…
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I've noticed that instancing bullets is slow. On my system the game runs at 60fps until you start to fire, and the nit drops to 30fps.
Commenting out the block at `res://data/weapons/pulse_shard/pul…
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Hi, I thinking about implementi a VR rendering engine using Diligent, but I am not sure if View Instancing/Multiview is supported. I tried poking around in the source code but I can't seem to find any…
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**Is your feature request related to a problem? Please describe.**
Prusa Slicer allows adding of "instances" of an object (right click and object on the bed and select "add instance"). For some reaso…
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We have a crowd with instancing enabled and a huge amount of duplication (1200 agents duplicated several times to make 20500 agents). Based on stats from an Arnold render, the instancing is working as…
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**Describe the bug**
We are currently using one actor by instance, we should have a single actor using 3D glyphs for best performance.
Dataset using point instancing: `glyphs.usda`
Meakk updated
8 months ago