Results 13 comments of Nicholas Rodine

Edit: Nevermind, I see you did this on a Steam Deck, which I just so happen to also have. I will checkout my branch tomorrow on my deck, and see...

I just reproduced the issue on my deck. I switched to my branch, and now it works. Confirmed that #3597 fixes this issue.

I've been working on this for days, and I'm still learning the code. I suspect this is actually the root cause for a large number of issues. It looks like...

![image](https://user-images.githubusercontent.com/2948533/185697978-5619e5ab-05f3-4849-a176-b3a93ace1d96.png) You're right. I didn't think to compare against OpenGL. I think the texture format error is still an issue we should fix in general... but since it's happening for...

Would you want to import each disjoint (not touching) group of voxels as a separate mesh I'd support that PR. An alternative would be to have each tile be in...

Ehhh, it's been a while, so I went ahead and pushed 1.2, since it is, strictly speaking, better than 1.1 I'd like this done for 1.3 though. And when it's...

Thanks! Off the top of my head, I believe it is called once per axis (x, y, and z). This gives me enough data to start. I'll take a look...

I was thinking it should be more like: ``` bool location_is_in_bounds(const Vector2& location) { if (!output) return false; Vector2 pixel(location * scale - min); return bounds.contains(pixel); } ``` Or something....

Maybe @zebmason , @zdroid , and I can help with reviewing pull requests for merge? As us three (at a glance) seem to be the most active.

@weshinsley I think we have a lot of people here who want to help, and I think the best way to do that would be to accept someone (from the...