Chad Cuddigan

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I've come around on this, I think keeping `Mesh` as-is could be fine, and then we could add a new `Model` like you suggested that is just a collection of...

That could be a cool addition. I'd like to keep the API simple, but allowing a mesh to use multiple materials could be useful for importing a scene from a...

Thanks, I should roll these changes into the base code. Was the Y-Axis being flipped the main culprit of the two view matrices being offset, or was there another mismatch?...

It could be - does the sprite-animation example exhibit the same error?

Pushed a potential fix for the D3D11 shaders loaded via YAML error: `VALIDATE_PIPELINEDESC_ATTR_SEMANTICS: D3D11 missing vertex attribute semantics in shader` Looks like Sokol expects there to be an `attrs` block...

Is the error on Ubuntu still this one? ``` GL_VERTEX_ATTRIBUTE_NOT_FOUND_IN_SHADER: vertex attribute not found in shader (gl) ```

Could you try pulling and building this commit, and seeing if it fixes the`passes` and `meshes` examples for you? https://github.com/Interrupt/delve-framework/pull/79/commits/229e707d0aa7ba51ab16f5dfa8ae8b1c010e6610

Ah, sorry. Looks like this was a regression as this branch was not done on the latest main. I've updated the `bugfix/vert_attrib_not_found_gl` branch and the latest CL for it is...

Okay, this definitely looks like this issue in Sokol, where OpenGL can optimize away unused shader attributes: https://github.com/floooh/sokol/issues/940 These shaders would probably run just fine, but Sokol is doing a...