-
```
What do you see instead?
Ghost replay characters appear invisible you can only see the smoke coming
out there engines instead of a semi transparent view of the character.
The TV camera view above…
-
It is simply impossible to model in Polygon Studio.
You cannot select models individually (all or nothing), doesn't detect vertexes and stuff.
From the main menu, select the Crown, then the Rocket…
-
Hello again!
Was having some trouble getting a MonochromeFilter and a PictureOutput to receive frame buffers until I made them class variables and defined them later. Not sure if this is intended or …
-
Hi,
I am having an issue that when I display some text on the screen the previously displayed one is visible in negative (whiter than the background).
any hints on what could be wrong?
I alwa…
-
### Description
We have many many GLSL functions that use all over the place in our shaders.
These functions can have subtle bugs or problems with their extremes.
We really do not check if thes…
-
Hey everyone. I think I got things mostly work. I am running proxmox 7.1, kernel 5.13.19-4-pve, NVidia drivers NVIDIA-Linux-x86_64-470.82-vgpu-kvm.run( unmodified ), mdevctl 0.81, with a Quardo M6…
-
```
The renderer should provide a capability to read the depth buffer of a
FrameBuffer.
E.g.
readFrameBuffer(FrameBuffer fb, ByteBuffer outBuf, boolean depth)
Where "depth" specifies if the depth …
-
```
The renderer should provide a capability to read the depth buffer of a
FrameBuffer.
E.g.
readFrameBuffer(FrameBuffer fb, ByteBuffer outBuf, boolean depth)
Where "depth" specifies if the depth …
-
```
The renderer should provide a capability to read the depth buffer of a
FrameBuffer.
E.g.
readFrameBuffer(FrameBuffer fb, ByteBuffer outBuf, boolean depth)
Where "depth" specifies if the depth …
-
```
ANGLE should allow use of GL_*_shader_framebuffer_fetch for devices that
support it.
The blendmodes shaders used in CC can be given a nice boost by allowing the
shaders to read directly from th…