Antz
Antz
I used a 3200x2000 pixel heightmap file and in my opinion the generated terrain is still course-grained. 
Not high priority but once you fill up your scene, you will have a lot of 'stuff' in the ASSETS section at the bottom. It would be great to have...
Reasoning why this helps a lot: When placing trees/buildings/roads on terrain, the user needs modify all objects and change scale. Either this or the fixing of the Duplication Bug https://github.com/jpooleycodes/Mundus/issues/61...
Can I help? Is it a shader issue? From my investigation it looks it gets shaders from gdx-gtlf. Do I need to open an issue on gdx-gltf? Rendering on GWT...
Would be a great help if **KHR_mesh_quantization** is implemented in gdx-gltf. To take full advantage of gltfpack from MeshOptimizer library you need **KHR_mesh_quantization**. Also **EXT_mesh_gpu_instancing** extention support would be helpful....
As described in https://libgdx.com/wiki/file-handling ```java public class MsdfShader extends ShaderProgram { public MsdfShader() { super(Gdx.files.classpath("font.vert"), Gdx.files.classpath("font.frag")); ``` is not supported at runtime in GWT.  My GWT project compiles fine,...
### Version Latest ### What part of the binding has gaps? ImGuiFileDialog ### What is missing? Something is missing! So I need two things that i cannot seem to configure...
I am running Godot 4.3 in compatibility mode on Windows 11.  But `graphics_api_string` is set to lower case `vulkan` even though the project settings are set to `gl_compatibility`. ...
The shader still works, but the browser console is posting errors. The following is logged every frame: ``` performance warning: READ-usage buffer was read back without waiting on a fence....
Hello, it is actually a really easy upgrade to get FontAwesome Free 5.15 included in this library, included the BRANDS font file. I have done the hard work in coding...