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I also have Toonhud installed and active.
I play with all settings on the highest, TF2's profile on my graphics card (radeon) has its settings set to high as well.
**This is my gpu:**
Graphics …
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I see a `CubeSceneObject` in the API. Does GearVRf support playing of the Cubic mapped 360 videos, as introduced by Facebook recently?
https://code.facebook.com/posts/1638767863078802/under-the-hoo…
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This issue is not present all the time, but when it is present it looks like this:
![image](https://user-images.githubusercontent.com/26928041/66992393-0c2f5780-f0ca-11e9-9206-c5b1fa8d9c1e.png)
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While `hls03amrl` features a "new room" in order to have more detail where it would be just long ducts ( due to the maps not being actually seamless ), the rest of maps doesn't have anything like that…
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Hi!
I am having issues with importing obj and collada models which are using single material but different actual texture files. Our workflow requires to do so to avoid UV precision loss on very larg…
Lwmte updated
4 years ago
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So, currently you have to edit the path to WADs inside the map file to get WADs loaded by HammerTime. But sometimes you just open map files made by other people, which contain **their** WAD paths. So …
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**Author: auria**
Should be reasonably easy with a shader
Migrated-From: https://sourceforge.net/apps/trac/supertuxkart/ticket/488
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You can create maps with more than 8192 brushes, however, should you try to go beyond that you'll quickly hit other limits such as the vertex limit (how many vertices), the waterindicies limit (Tjuncs…
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As more and more models are using this extension, I think it's becoming a required addition to the importer.
On itself it's not very complicated to add it, however I'm wondering how to make it work…
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Need to create a graphics interface with an OpenGL (GLUT) implementation.
Needs support for loading textures, rendering textures, etc.