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In 1.0.1 Beta I get this:
![porterPads1](https://user-images.githubusercontent.com/72889843/102575391-fef06d00-40c0-11eb-9174-6be206c6a899.png)
Going back to the regular version results in this:…
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have surfstat work with the main object
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After https://github.com/gonetz/GLideN64/commit/81318c54456957b818e51aa37c31b9ead62ae7c9 there are some odd issues at certain resolutions. At 640x480 or 800x600 everything works fine, but at 1440x1080…
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It seems boxes are a common world building primitive, especially with triplanar materials. However in some very primitive testing, it seems procedural meshes are not instanceable via the normal instan…
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Make it so user can visualize DeepSSM prediction error as a heat map on predicted meshes.
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The `shading` property has been removed from `MeshLambertMaterial`, it is only rendered the `SmoothShading` way.
Is it the desired effect ? Phong looks heavier to get this result.
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## Important
`rendering->batching->options->use_batching_in_editor` needs to be set to true for 3.2.4 beta 1.
Sorry, this is due to a small bug on my part. Otherwise you will get a multicolored IDE!…
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i check your implementation of the last output ,there is a step that maps multi-steps to one.
do you think Ko = T - len(blocks) * 2 * (Kt - 1) equal to Ko -= len(blocks)*2 * (Ks - 1) ?
```
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I'm not sure that morph target tangents are being processed properly when importing GLTF models into Filament. Consider [AnimatedMorphCube](https://github.com/KhronosGroup/glTF-Sample-Models/tree/mast…
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As there is no community where i could ask such a simple question...
Which example shows the use of dynamic buffers the best?
So far I got the notion that everything is predefined.