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**What is the bug?**
There is an unnecessary dependency on Guava throughout the project that doesn't seem to contribute any capability or make anything more concise. Since all functionalities of Guav…
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Issue overview
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The output variable "Daylighting Reference Point # Glare Index" should decrease when OnIfHighGlare is used with a shading device and the shading device is deployed. The…
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Thread: https://forum.playcanvas.com/t/weird-shading-lines-when-using-normal-maps/17207/
Repro: https://playcanvas.com/editor/scene/1078580
![image](https://user-images.githubusercontent.com/166…
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Unlike mapsforge vtm currently supports only online-sources for hillshading (e.g. MapilionMvtActivity.java). It'd be nice to have support for HGT format hillshading information to enable offline hills…
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1. Enable forward shading by check the Forward Shading box under Edit -> Project Settings -> Engine - Rendering -> Forward Renderer.
2. Change "Anti-Aliasing Method" to "Multisample Anti-Aliasing (MS…
kring updated
6 months ago
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Noticed it started happening after frame pacing and vblank additions
### GPU, drivers, and screen setup
```
name of display: :0
display: :0 screen: 0
direct rendering: Yes
Extended rend…
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**Is your feature request related to a problem? Please describe.**
The FDM Editor view provides warnings and shows where overhangs can be a problem, allowing one to add supports.
In SLA, I am un…
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```
I very rarely need to re-calculate the shadings of objects. Usually the
light is too far away to even be able to notice the shadings change anyway.
But it's still very heavy on the processor.
I h…
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```
I very rarely need to re-calculate the shadings of objects. Usually the
light is too far away to even be able to notice the shadings change anyway.
But it's still very heavy on the processor.
I h…
-
```
I very rarely need to re-calculate the shadings of objects. Usually the
light is too far away to even be able to notice the shadings change anyway.
But it's still very heavy on the processor.
I h…