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I don't think this made it into an issue yet, so I'm writing it up here.
## The problem:
Things like SDL_mixer want a shot at the final output buffer before it goes to the hardware. SDL_mixer us…
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local Library = loadstring(game:HttpGet("https://pastebin.com/raw/vff1bQ9F"))()
local Window = Library.CreateLib("Ghub UI v6* Ultimate Trolling GUI", "BloodTheme")
-- Objects
local Tab1 = Windo…
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Ypu probably know this, but in case you don't:
![image](https://github.com/FoxLee/fox-4e-styling/assets/5306827/fe09824c-a50a-4a87-bf82-18572ce1fef7)
Thanks again for this awesome application!
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## Current Behavior
Since version 13.4.4, operator `fetch` together with operator concatLatestFrom (withLatestFrom) is not working correctly, provided that the `fetch` operator has the id property, b…
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**User Id: (Not logged user)**
**Version:** 0.9.7.10 beta release-474
**Steps to Reproduce:**
1. Collect plants
**Expected behavior:**
**Actual behavior:**
The following error message…
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目前纹理寄存器只开放了 1 + 4 个,一开始我觉得已经够用了。
但是万万没想到,紫毛福瑞居然和我说不够用。
那就得考虑开放到 1 + 15 了。
目前需要考虑的问题:
1、如何解决兼容性问题?引入新的 API 来实现?
2、是否应该通过 hlsl 语言的宏定义功能来简化 shader 编写和内建变量的配置?
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1. I think it would be good if the `PostProcessingEffect` node (I would rename it to `PostEffects`, oder `PostFX`) will not have individual pins for individual effects, but rather will just take a spr…
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If you have an additive type material (blendtype: 1) then it will never write to the depth buffer, even if depthWrite: true.
Why would you want to? In my case I have a HUD that overlays on the scen…
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##### Description of the problem
I've discovered there is an implementation of MSAA accumulating over several frames, which is a nice thing. The example to this ([webgl_postprocessing_taa](http://thr…
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In the old Ermis Special Effects package from Playing In Canvas, Leonidas had created a Sharpen effect on the Filmic filter.
ESE is no longer supported, and some of its features were incorporated in …