mrmaxm
mrmaxm
GraphNode != Array There is no unified convention between standards/languages on such methods. Also, including own node in search, with returning a single result - will lead to unwanted cases...
One major issue for forward-renderer approach to lights is that light-related shader code is added to materials, and one huge bottleneck with this approach is when enabling/disabling lights - leads...
Currently, when creating lights with shadows using atlases, with profiler engine, it does not add/remove VRAM usage from for `app.stats.vram.texShadow`. Also, adding new lights, it seems to generate new materials,...
Centre of gravity for compound collision shape is the origin of that entity. While with primitive shapes, it is calculated based on that primitive bounds. We will be introducing ability...
The complexity of auto-setting centre of mass for compounds, would be based on density and volume of reach individual compound shape. Currently it is not that detailed. So developer is...
I would name it "cursor" instead of "mode", as "mode" - is very generic.
> So if async defaults to true, won't this change the behavior of existing PlayCanvas projects out there? There'll be meshes popping into view instead of the main thread blocking...
Valid points @mvaligursky. Let me assess: > * if we async load scene / objects, we can freely do async shader compilation there, but don't return loaded objects to the...
> Also, to avoid having to recompile shader due to async loaded textures, we should create and attach some dummy 1x1 textures to them when material is created to build...
Related tweet: https://twitter.com/gfxprogrammer/status/1301246609129222144?s=19