Julien Lebosquain

Results 177 comments of Julien Lebosquain

> although since we're touching the keyframe fetching code anyway, should we try to handle the integer -> double runtime animation error in this PR as well? I'd prefer if...

> Hmm, I honestly still recall this happening on XAML too before, we might need to both corroborate and test that scenario Unless I've misunderstood the scenario you're talking about,...

It comes from the standard `NuGet.Configuration` NuGet package though, so hopefully that shouldn't break, as there's no Nuke wrapper involved here. That being said, I went with the official API...

As mentioned, LibVLCSharp can't be supported because it uses a native control. LibMpv.Avalonia uses OpenGL, and can't work with the Vulkan renderer. If possible, try to use Godot's [video player](https://docs.godotengine.org/en/stable/tutorials/animation/playing_videos.html).

Hello and thanks for reporting. Unfortunately I can't reproduce it with Godot 4.2 Dev 4: everything works fine for me on Windows 11 22H2 with a RTX 3080. However, I've...

It's also possible that a barrier is simply needed here, I can try experimenting with `Texture2DRD` to see if this fixes the issue (thanks for pointing me to it). The...

> does not return a clean texture on AMD devices At this point in the code (in `GodotVkSkiaGpu.CreateSurface`) I wouldn't worry about it, the texture won't be clean until the...

I can reproduce with the iGPU from a Ryzen 7700X, that's a start. Now to debug...

I had a long debug session two weeks back trying to understand the issue. Long story short, Estragonia/Avalonia/Skia writes to a render target correctly, but that target is discarded by...

FYI, I wanted to try Godot 4.3 dev version since the new [acyclic command graph](https://github.com/godotengine/godot/pull/84976) should ensure that Godot's Vulkan commands are correctly ordered, to see if it still reproduces...