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*Related to https://github.com/godotengine/godot-proposals/issues/1275.*
### Describe the project you are working on
The Godot editor :slightly_smiling_face:
### Describe the problem or limi…
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### Bug Description
xemu produces very different output when processing bordered textures, failing to account for the 4,4 texel offset and failing to actually propagate the border. This may or may no…
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Hey, thanks for a great tool!
I am using it in my game engine, and I have patched it to be able to spit out custom "Kit Engine" cubemap .asset files! I'm wondering if you would accept this if I do …
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```
After the WebGL conformance test roll
https://chromium.googlesource.com/chromium/src/+/d078856c1dab3d76f81bf84c39d994f
6e024071e , conformance_extensions_oes_texture_float_with_canvas and
confor…
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```
What steps will reproduce the problem?
I recently tested my site on Mac and I remarked same troubles than Jaime :
some o3dtgz could not be loaded with strange exceptions "texture is null"
Same sit…
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![image](https://user-images.githubusercontent.com/8508812/62795222-3cc6a400-bb11-11e9-8b7f-9bf16c795b13.png)
diffuse + ambient + specular(phong) + rim light
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Naming is hard.
Notable offenders:
- `TextureHandle` - We also have `TextureMS` and `Cubemap` which are also 'handles' but do not reflect that in the name.
- `BatchedShader` - Batched with what? …
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Car
![1638776328(1)](https://user-images.githubusercontent.com/61312307/144806392-91dcfe4b-2c52-4630-9ce2-fed111dcb44f.jpg)
Light demo
![light](https://user-images.githubusercontent.com/6131230…
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To reduce client size, a panoply pixel program can be implemented for colorizing armor at runtime, rather than pre-building textures for all color combinations. Currently we are not constrained by GPU…
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I usually use my own vbsp for removing default built cubemaps. After the last update, I decided to clone and make sure my mods are up to date. I also did the same with my compile tools.
Normally, I j…