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### 🐛 Describe the bug
```python
import torch
x = torch.tensor([0.0, 0.0])
y = torch.tensor([1.0, -1.0])
na = torch.nextafter(x, y)
print(na, na > x, na.to("mps") > x.to("mps"))
```
Print…
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We have a lot of chuff hanging around the edges of our scenes, we should look at a pretty way of neatening the edges up and hiding the odd bits of platform that are half-in/half-out of the scene. As a…
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This issue is branched from a question raised https://github.com/linebender/xilem/pull/1 about our plan for glyph rendering, as that is the responsibility of piet-gpu rather than other layers in the s…
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### Summary:
This proposal outlines an extended ability to control the bloom effect on an object-by-object basis in **StandardPBR** materialtype.
### What is the relevance of this feature?
Why …
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I used this effect on an android project, the result was perfect Functionality but very low performance, is there any option to make this effect works well on mobile devices?
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We have several projects using Elm+WebGL for now and we produce generative graphics with that and we're very happy with using it. Thanks to Elm, we have type safety, and our code defines algorithms in…
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### Problem
We currently don't have a standard way for shaders to access random-number-generation facilities build into a renderer. The closest we have is noise functions, but in sample-based numeri…
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This is great, and results are pretty good.
I would like to get this working with Single Pass VR,
Not too familiar with SRP so not sure where to add any of this.
But I have found some documenta…
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Hi Sebastian, love your work.
I tried converting your project to HDRP and noticed a number of issues with it. Thought you might like to know. If you solve them, I'd be keen to hear about it.
1.…
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Improved Temple Guardians:
-> 3 different base types for more combat variation.
- Normal
- Ranged
- Beserk
Normal is a melee Guardian. It attacks you like any other melee mob (though the attack can b…