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When the player goes above or below certain thresholds and looks straight up or straight down the screen goes black and nothing is rendered...
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Must be implemented after initial pass at ECS
A transform hierarchy followed by a robust collision system (entity-entity, entity-ray) will form the basis of all VR interactions.
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LOD1 And LOD2 are always present, and are just 'hiding' inside the next highest up LOD. Noticed the issue when attempting to swap meshes out from the sphere.
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**Godot version:** 3.0 RC3 (source build from a98e9496eb71554656c7c1eed9a69d20aed9886c)
**OS/device including version:** Gentoo Linux, Kernel 4.9.72, KDE 5, GTX 1080 w/NVidia drivers 387.22
**Is…
Cygon updated
6 years ago
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Add definition list to define commonly used terms like:
* HLOD
* geometric error
* screen space error
* culling/frustum culling
ggetz updated
6 years ago
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While looking for a way to optimize canvas's performance while handling large data, I stumbled upon [an article](https://www.html5rocks.com/en/tutorials/canvas/performance/) which suggests to render o…
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https://github.com/mrdoob/three.js/blob/dev/src/core/Raycaster.js#L85:78
```
if ( ( camera && camera.isOrthographicCamera ) ) {
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.fa…
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into a logic node, something like
**camera.data.renderTarget.getPixels();** // returns an error camera.data.renderTarget is null
or **camera.data.renderTarget.at(10,10);** // idem error
…
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I've implemented instancing in my app and right now I have an instance buffer holding position data for all instances. But I'd like to also implement frustum culling which would cull some of the insta…