Marc

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UPDATE: after a short discussion with Reduz, such a terrain might actually not end up in core. I'm starting a GDNative port, which however could be a good candidate for...

@darrylryan it's a bit of a paradox: if nobody tries for real to use GDNative this way, chance is the features needed won't be considered sooner. To be fair the...

@lorenzobeccaro for now, just try the non-GDNative module (this current repo).

Any errors in the console? Did you write a custom shader?

They look unrelated. I'd need to test myself, something stupid might be going on

It works fine for me: ![image](https://user-images.githubusercontent.com/1311555/29381609-2181fdba-82ca-11e7-995e-708ddde4aafa.png) Could you provide an example project reproducing the bug?

You didn't create a file for the heightmap. This is a usability issue, they just don't work otherwise. Basically, just like you would not create Textures directly in the scene,...

that looks pretty neat, nice water shader :) However something confuses me with your post, this module doesn't support any form of "vertex painting", since the mesh is read-only and...

Yeah for now it's safe to modify the material, as long as you don't mess options that are actually used by the renderer. I dont know yet how it will...

You're right, the way is to apply the normal maps of your textures in the shader. The module cannot use regular Godot materials, it has to be a ShaderMaterial. The...