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It would be great to add QuadMesh support as this will allow the opportunity to also add Normal Maps as texture, as a workaround of the lack of Normal Maps for the Sprite3D and AnimatedSprite3D. Refer…
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### Tested versions
Godot 4.2.1, 4.2.2.rc2
### System information
Using Quest 3 + Sidequest
### Issue description
I am using a Quad Mesh placed in front of the camera with a shader mate…
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Standard like the argument to `mesh_plot()`, currently can work around with workflow like
```R
## lon, lat, and z raster pseudocode
#r
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### Describe the bug?
Selecting the Camera, Portal, or Mirror from the DevTool "Create New" dialog (Objects category) spawns a slot with various components including a QuadMesh and a BoxCollider. T…
Zyzyl updated
3 months ago
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### Describe the project you are working on
A penguin VR game
### Describe the problem or limitation you are having in your project
Every time I create a `MultiMesh`, whether in editor or in code, …
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* The contour operations currently requires constant spacing for gridded data.
* The grid options for QuadMesh are not functional
#### Describe alternatives you've considered
My current workaroun…
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Not sure if anyone else has found this or if I am doing this wrong but I have found that when loading a mesh in with geometry central and then trying to add a halfedge scalar value to the mesh in poly…
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Here's some functions that might be of interest, to convert raster directly to a trimesh, probably you'd crop first but I was happy to see that it worked on the `nt_raster` example. There is a litt…
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#### Description of expected behavior and the observed behavior
Datashading an NdOverlay of Quadmeshes (with different axis bins) does not work and results in: `ValueError: Supplied Image bounds do…
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**[Original report](https://bitbucket.org/thomthom/bezier-surface/issue/43) by me.**
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There appear to be a redundant line of code.