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The bar Sprite of ProgressBar fails to map its texture under filled mode correctly when its SpriteFrame happens to be auto-rotated in the underlying sprite sheet.
Steps to reproduce:
1. Prepare …
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## What problem does this solve or what need does it fill?
It's common in many game engines to require projecting a custom texture over a scene. Common use cases are bullet decals, light cookies, and…
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Not sure if this is feasible without giving too much "fake" feelings. Should be optional.
Specular mapping would also be nice.
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All meshes are missing texture information.
Currently all meshes in the courses/fields/actions and cars all have textures extracted, but without a reference that links the texture to the mesh. Mes…
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**Describe the new API function requested**
Reccent papers on deforestation alerts, as for example ["How textural features can improve SAR-based tropical forest disturbance mapping"](https://www.scie…
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I've noticed that on DX9 vanilla 1.0006 with global illumination and all setting at max, the textures looks awesome.
But with DX11 seems the parallax is not present.
There's a way to enable this o…
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We're working the SketchUp C SDK and have run into an issue when creating geometry with UV coordinates when the geometry is distant from the origin. I've modified the Texture Mapping example included …
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When reducing the size of a texture, it is difficult to get an idea of the end result. Making the current texture visible would give us a better idea of how the UV mapping was done, and if certain det…
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Hi, thanks for your work. I have a question while running mapping api.
I read that the mesh is generated on dense reconstruction. Is there a condition to get the mesh data in real time? Does it onl…
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### Request Description
When resourcepacks or mods use non-power of two textures, it will drop down the mipmapping level, respectively. However, the only warning is a small warning in the log files…