Luke100000
Luke100000
Will be called automatically in the future, but for now try `dream.renderSet:setMode("direct")`. That will disable postprocessing, which won't perform well on mobile anyways.
Errored because emission is a table, which was unexpected when using the non-texture shader in your version. It should have been fixed already. Does it work? Sorry for the rather...
Uff. The first error is a stackoverflow caused by a cycle. Should not happen, but I will add a exception for cycles. Thanks! The second one looks like a damaged...
2D sprites have been implemented since the latest bigger update. Due to their limited and complicated usage, low performance and (as just proven) error rate I would remove those particle...
Real instancing is currently not supported, you need to rotate, draw, rotate, draw...
No problem, then I will take a look at instancing. But I think you want something different (instancing is just a performance boost). Can you rotate them right before drawing?...
ahhh you need to call :reset() before each update. Rotate is relative. ``` object:reset() object:rotateY(rot) object:translate(x, y, z) dream:draw(object) ``` Or, for example if the transformation is static: ``` transform...
> > > Just another enthusiastic vote for hardware instancing :) > > Currently it's possible to tank FPS with many `.draw` calls where `drawInstanced` would help. Maybe simplest to...
Wha? How did you made this XD
Hmm. Well, fog simulates light anisotropy, but a) fog seems disabled and b) why offset? Well, I try to reconstruct this error...