Clay John

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@WhyICanNotDo to run the project you will need to build it yourself using a C++ compiler that is compatible with Makefiles. Right now the Makefile is configured for Linux systems...

Just needs a rebase, the actual change was merged already in your other PR https://github.com/godotengine/godot/pull/54028 which (strangely enough was approved by reduz one week before commenting on this PR For...

> @clayjohn I've tried the above change and optimization, but it makes shadows flicker wildly while TAA is enabled and the camera is moving. It looks good when still, but...

It would be good to compare the results with your earlier commit to verify whether they indeed got worse with the changes. Keep in mind, a blur scale of 4...

> Hi all! Just got a chance to get this into GLES3 - it was a little tricky to validate because I think there's something wrong with the normal map...

> I think there is one thing missing, which is the softbody code (soft_dynamic_body.cpp:85), which does encoding on CPU. For reference, change will be here: https://github.com/godotengine/godot/blob/b35ff86c176fef561557f2dd96b597c9c27c4e5e/scene/3d/soft_dynamic_body_3d.cpp#L87-L95 And also in Sprite...

> Finished up getting those supported! Do we also have blendshapes to support too? I took a quick look but doesn't seem like they've been implemented yet but wanted to...

@and-rad Sounds great! Thanks for letting us know. I look forward to when you return to this PR :)

Here is a gist from another person who adapted the above sample to a more recent version of the engine. https://gist.github.com/winston-yallow/aab20fa437bfa3dd80bfb0ed6605d28e

Right now it isnt possible to share resources between RenderingDevices. It is something we plan on adding in the future, but haven't had time to figure out quite yet.