N8n5h

Results 22 comments of N8n5h

Not sure what other actions are there, since I've never used live patch that much really, but it seems any small interaction with the scene that triggers issuing a command...

Haven't delved too deep into armory's bone animations, but from what I could gather: https://github.com/armory3d/iron/blob/master/Sources/iron/object/BoneAnimation.hx The `skinBuffer` float array from the `BoneAnimation` class is passed under the link `_skinBones` here...

The size of `skinBuffer` from `BoneAnimation` is computed here https://github.com/armory3d/iron/blob/a2d8e4280ae5ad2e50f017a2dc6d5fa3cf61301e/Sources/iron/object/BoneAnimation.hx#L73, ```Haxe this.skinBuffer = new Float32Array(skinMaxBones * boneSize); ``` so it's weird that reducing the value of `skinMaxBones` doesn't change anything....

Hi, thank you for reporting. > they are supposed to cover a set distance of 200 meters with perfect shadows and it's not doing it. Then I tried 1000 meters...

I also wanted to add, > The camera perspective and viewing distance is all wrong. The 3D viewport is showing the shadow and the light just fine but when I...

> Why use Eevee as a reference in the viewport when that's not how it shows in the game ? Armory was created before Eevee, so it's not really being...

> Does the original issue with cascading shadows still exist? Otherwise we can close this (cc @N8n5h, I don't know much about shadow mapping). I think the original issue could...

I think this error occurs because you have or had both spot and area lights in your project and the exporter is picking them and adds both `_LTC` and `_Spot`...

![](https://user-images.githubusercontent.com/42382648/65805446-f4fcea00-e15b-11e9-807c-43779c2a889d.png) Make sure to get rid of n-gons on meshes when using normal maps in materials. The console can be helpful to debug issues with the compilation, you can open...

> Use GPU shader module to draw game preview in Blender viewport. > > GPU Shader Module API: > https://docs.blender.org/api/blender2.8/gpu.html Ok, I'm poking around with the original idea to see...