K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
I did some review, the entire Variant section is failing to convert. I'll probably write some unit tests.
I am also interested in loading ESRGAN for scaling game textures and logos. https://github.com/V-Sekai-fire/logoscale
@etherlore Can you review https://github.com/revolufire/FBX2glTF/commit/6875e2288e3100b29e556d9502850146f0077af3 ?
https://github.com/revolufire/FBX2glTF/commit/ad3a5736f3bbf3ae1aede3f1aef1cfb83113b066 I updated the title to: > Allow arbitrary number of skinning weights. > > Controlled through command line parameter. Defaults to 4 skinning weights.
Was your prototype code published? Looking at solving this problem.
I have experience with AI Standard Surface in the FBX format, but still on Christmas break.
According to the Godot Engine documentation, it is limited to c++17. How new of a c++ standard does Manifold want to go? Manifold could trade off features for compatibility. https://docs.godotengine.org/en/stable/contributing/development/cpp_usage_guidelines.html
Is there anything I can do to increase priority for `DNS TXT record validation`?
Ah, I'll check back in two weeks. I don't understand German. I don't know how to read that page.
Yeah. It's possible. Hm and we can use that special syntax that godot uses.