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**Feature/enhancement description:**
Substance Designer has a really cool feature: Automatic export when outputs change. This speeds up whole process a lot when you repeatedly tune nodes in the gra…
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*ArmorPaint 0.8-7466fc1, Windows*
Hey there, I have some issues with the Height map in paint layers:
- The resulting height map does not take into account the opacity/hardness settings of the br…
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I was testing ETC1 textures (converted from .PNG) using ```Texture.Builder``` and then using ```.setSource(Callable)``` but get the warning "the InputStream is not a valid bitmap". Setting the source …
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Digging through the lighting code I've noticed that there are 4 lightmap textures being created for each lit surface, which is understandable given thats the maximum count of lightmaps per surface, bu…
BraXi updated
4 months ago
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Hi @nati,
I hope you don't mind me offering some suggestions.
It would seem [your main goroutine](https://github.com/nati/fun/blob/master/lifegame/main.go#L42-L78) can be reduced down to:
``` go
…
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- Add new model classes when ready. [TODO](https://github.com/open-mmlab/mmhuman3d/blob/main/mmhuman3d/core/visualization/renderer/torch3d_renderer/meshes.py:L43)
- rewrite the TexturesUV `join_scene…
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The Original DDS Photoshop plugin has the option define an error diffusion
width when setting the compression quality. This feature is extremely
useful when saving very large normal maps as it wil…
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AGL altitude (above-ground-level) is computed via elevation maps, some of
which are loaded from disk but some of which are computed on-the-fly. This
sometimes takes time, so it'd be good to add a …
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What have I done, to come to this conclusion:
1. Make all the Trail Maps public and visible in the Inspector
![grafik](https://user-images.githubusercontent.com/49271270/179419923-16178a7c-ccbc-43…
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- This problem will reproduce 100% of the time if an attachment with material textures is detached before the materials have had a chance to load and then it is reattached on the same region.
- Mat…