Bjorn
Bjorn
Hi, are you able to share your full main.lua? I'd like to try running it myself to try to reproduce the issue so I can dig into the crash. Otherwise,...
It seems like this has to do with the buffer size passed to `.decode`, deepspeech only likes certain powers of 2 or something. Still investigating
Brought up in chat: you can configure LuaJIT to get better traces, OpenResty does this: https://github.com/openresty/luajit2#updated-jit-default-parameters
If we add this, we should change OpenXR render models to use node visibility instead of a zero scale.
Tried implementing this. The main challenge is that we don't actually know variable names for anything in the C code, we just know their hashes. So we'll have to do...
Currently it would not be possible to draw these shapes with `Pass:cylinder` and `Pass:capsule` (could use :cone for cylinders where one of the radii is zero).
Quest 3 supports it! I haven't tried the perf yet. Also RADV supports it, it works on my laptop iGPU.
```lua local lg = lovr.graphics local w, h = 128, 128 local Tex1 = lg.newTexture(w, h, 1, { format = 'rgba8', mipmaps = false, samples = 1, usage = {...
I haven't sketched out the API for saving/loading anchors yet, but yes once anchors are persisted they get a UUID which could be used to identify the anchor across runs...
Here's roughly what a ray query looks like in shader code: ```glsl uniform accelerationStructureEXT raytracer; vec4 lovrmain() { rayQueryEXT query; vec3 rayPos = vec3(); vec3 rayDir = vec3(); float tmin...