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Are there any plan to support the use of opengles3.0 instead opengles2.0 for this branch soon?
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WebGL2.0 is based on open gl es 3.0, which is not exactly es 3.1 used by the engine for mobile devices, but it looks like general difference is compute shaders and random access buffers, which is not …
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![image](https://user-images.githubusercontent.com/58215826/233249655-4d02be97-6704-48ff-a493-fb89f43b89b9.png)
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Hi Andrea,
I currently have a desktop application coded under OpenGL3 [1], and I want to embed it into Mandala [2].
Because the desktop version is based on `go-gl/gl`, I couldn't use `remogatto/ope…
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Hi guys. I want to use the runtime import on Android (OpenGLES3) but the shader looks very different (much worse) compared to Direct3D in Unity Editor Windows. After I switch the editor to OpenGLES3 i…
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Hello!
I was wondering something. But is it possible for the engine to support a driver that has OpenGL support? I was just checking and it seems like it already supports DirectX11. So perhaps som…
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Hello i try to build scene Volumetric fog for quest 2 & 3.
The latest Meta SDK requiters me to us minimum Unity 2021.3.37
It works in Unity's preview scene
However when i try to create the fina…
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The image displayed in VR on the left eye contains artifacts.
![image](https://github.com/CesiumGS/cesium-unity/assets/12583808/8f08395e-6be2-4b54-b1a3-12dbb2351030)
The issue was discovered on…
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Hi I saw in another discussion you said "N64 are not supposed to work since an OpenGLES3 device is required for 3D in Lemuroid (and frankly it won't work very well; I'm not able to play on my FireStic…
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Upon selecting an NDI source on Quest 2, the system crashes instead of rendering the source.
This was tested with many different variables, the constant one being Unity version:
- The sample Klak …