Darío
Darío
> As of version 2.5, vkd3d supports DXR 1.0 (described as feature-complete) > > https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v2.5 Has anyone verified if it's compatible? I still think a native port would be better...
> It does not work. dxr in vk3d and proton is very experimental. I tried to do it by compiling it on a vm and then running it via wine...
Consider introducing an option to turn off mipmap generation on AMD (or just turn it off automatically if the device name says AMD until a fix is implemented).
To keep in mind and provide as an option that can be excluded from the codebase since it would not be compatible with the MIT license. > 3.3 Use Limitation....
So this is pretty much trying to simulate the effect of PBR roughness right? Reflection factor is just a percentage of how much the reflection color is applied. I'd say...
There's not really a whole lot more that can be done for the existing material system as Phong is very simple to replicate. I have no problem with borrowing some...
OgreMain Debug was compiled with the following pre-processor flags: WIN32;_WINDOWS;_DEBUG;DEBUG;OGRE_NONCLIENT_BUILD;FREEIMAGE_LIB;_MT;_USRDLL;CMAKE_INTDIR="Debug";OgreMain_EXPORTS; The PDBs are far too big for git tho, so it might be a better idea to consider doing some...
I'd rather setup a CMake for those configurations to be generated automatically TBH. As for Xenoviewer, you're supposed to import both the models and the skeleton, and then drag and...
I'm fairly new with git as well so I'm not sure where to help there. Maybe look at a few tutorials on how to use git first and try a...
The game manually attaches the hair and other objects to certain bones, so there's nothing "wrong" with the files themselves. That is controlled by the .cus file I believe, which...