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Long-distance textures could be reduced to `video::SColor` or even to `GL_POINTS`, taking the average color of a texture.
This could also be done shader-wise.
@lhofhansl @numberZero
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Index segments currently make up most of the mesh size. Different approaches to reducing their size have yielded insufficient results. The previous attempts were small, universal improvements for savi…
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This is being done on the [server branch](https://github.com/bfops/playform/tree/server).
- [x] Client and server separation
- [x] Client/server threads (452d77d2b3fe91a9081dde6dcc3bea1d7f81b7d5, c0…
bfops updated
9 years ago
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### Contact Details (Optional)
_No response_
### What is the context of the feature/improvement?
1. When inside ingestor, pressing anywhere on the long vertical Output Directory box should op…
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The scene that I have created includes two Rigidbodies, a Camera and the Leap Motion scene with collisions. My problem is that the Rigidbodies are way bigger than the Leap Motion hands. I know that th…
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Me again... one problem down, another occurs...
I can now import meshes into Blender and work normally, only after sculpting over the mesh and then using Morph Loader Pro to put it back into Daz, I…
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**Describe the bug**
Seems the calculations for culling away animated skinned meshes aren't fully correct; in this example file, the mesh disappears a lot randomly, especially in the later part of …
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Dynamic level of detail rendering for near vs far away objects.
Expected to give us more performance, so the geometry queries should be cheaper on the low LOD calls.
May involve rebuilding more cons…
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Static Batching: This is a feature that is supported in Unity. If i understand correctly, you can mark certain objects as static and although not sharing same properties they are grouped together as o…
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Great library @mourner. I've been adapting this to simplify non-square meshes, by buffering the east and southern edges with filler values. This forms a bigger square, whatever the next larger `2^n +1…