Tomas Mariancik

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Priority sorting is a much bigger feature beyond this, that can't really be done as a quick tweak to this. I can tune the amount of time spent each frame...

Yes, that's what I meant in my original post above.

Since this is dependent a bit on the world and doesn't break things, we'll handle this post-release. There's actually one aspect to this - once we split FrooxEngine out of...

That's a separate issue. That one is due to the big mesh upload blocking the queue for other things. The flip side is though - you'd be completely frozen instead,...

I'm closing this since it'll be addressed by the splittening! (it keeps popping up since it's still labeled as Prerelease).

The reason we avoid adding those nodes before collections is because we want the whole API to be designed together. Often what happens when we do a "shortcut" like this...

I don't know if this would be disabling just parts of the mesh or even using blendshapes if you're toggling it on and off a lot, because it'll require rebuilding...

Hmm... I don't really know what exactly that means. It does sound like you just want Mesh DSP stuff and mesh data access so you can do whatever with it?...

Would that even work for a lot of them? Like a lot of meshes will have the UV's packed very tightly with overlaps. It's also a question - do you...

Hmm I see. We could look into implementing that algorithm then possibly. I'm must trying to figure out what direction to approach this issue from - in part because it...