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First sorry if it is not the right place to start. I could not find a better place.
I am looking at porting this [oultine](https://github.com/OmarShehata/webgl-outlines) posteffect([code](https://gi…
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### Description
Currently the doc of threejs is very nice but it doesnt seems appropriated for all the small tsl function like `uv()` / `min()` / `vec2()` / `position()` / etc.. and I recently foun…
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Hola! Estos dos efectos reaccionan solo al efecto "icono", pero no al resto. Como por ejemplo partículas. Si le pueden agregar esa función seria genial. Gracias
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[Wagner](https://github.com/spite/Wagner) has lots of cool **post-processing effects** and **shaders**. I'd like to see them implemented as a module for `App`.
![image](https://cloud.githubusercont…
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I just tried out RPRMakie from #2801 on a friend's machine, which has a Nvidia 3080 Ti. The Northstar backend works no problem, but the Hybrid backend doesn't get past initializing a screen. Here's …
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**Release Type**:
Official Release
**Version**:
3.0.0.6
**Platform(s)**:
Windows
**Describe the bug**
AO looks patchy, blocky, lowres. When moving camera, effect "rolls" across geometr…
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- `dispose` and `create` echarts instance with the same option on the same dom node many times
- with `grid3D.postEffect.enabled: true`
- without `grid3D.postEffect.enabled: true`
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I would suggest going backwards makes more sense when pathfinding to endState.
https://github.com/sploreg/goap/blob/master/Assets/Standard%20Assets/Scripts/AI/GOAP/GoapPlanner.cs#L93
That way you…
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In the PostEffect class, if you cause the shader to be updated (e.g. by changing a macro via `setShaderMacro()` or `reload()`), the shader will be cleared in [checkRequirements](https://github.com/Gar…
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Thanks for publishing your wonderful library as usual.
This worked well on the exact same version `2021.2.16f1`. But I encountered an issue that any changes on `PostEffect.shadergraph` are not appl…
asus4 updated
2 years ago