Andreas Atteneder
Andreas Atteneder
Great to hear! In KtxUnity 1.1.0 I fixed a bug that potentially caused this trouble, but when I tested on my iOS devices, I still ran into troubles (but only...
Yeah, today I also ran into problems on macOS-metal with non-multiple-of-4 textures and BC7
I just tested a dev version of the upcoming 2.2.0 release and it worked successfully on iOS 16 and iPadOS 15.7 respectively. This version chooses formats differently, so that might...
From the CMake docs: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html?highlight=ios%20simulator#switching-between-device-and-simulator I'd like to try it, but not sure if I find time soon.
> @atteneder Regarding the iOS simulator binaries, you will include it for ktx ([atteneder/KtxUnity#57](https://github.com/atteneder/KtxUnity/issues/57)) will you do the same here? Very likely, but probably has to wait a bit.
It's probably best to fill in alpha values of `255` before passing the vertex buffer to Unity. Question is at what stage (in the C++ wrapper or in managed C#).
@camnewnham Yeah, not supporting older Draco files was a deliberate design decision (to achieve a smaller binary). Devs can recompile the libs with this flag on, if they absolutely need...
> I have built `dracodec_unity.dll` from [https://github.com/camnewnham/draco](url). Is that correct ? Maybe. The [PR](https://github.com/atteneder/draco/pull/6) references branch [color-pad](https://github.com/camnewnham/draco/tree/color-pad). Have you used this exact branch?
Hi @NumaNumaNuma, Sorry for the late reply. I haven't found time to look into submeshes, mostly because I couldn't find sample glTF files using them and I had no clue...
HI @wonkee-kim , Thanks for your contribution. Some questions first: - Indeed the glTF SG materials are reported to have bad performance. I'm wondering if they can be optimized at...