Clay John

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> Thanks I understand. I'm guessing that is neither prepared to copy data between RenderingDevices within GPU realm, correct? Without doing GPU->CPU->GPU? Not yet, no.

> I have thought about using chunks of MultiMeshInstances, but if it is at all possible to use the rendering API to directly instantiate a meshes from a GPU buffer...

> Ok cool, until that time I'll poke around the source and see what I can figure out. Feel free to join us over at chat.godotengine.org if you have questions...

@huisedenanhai Reduz and I discussed your commit on RocketChat. The TLDR is that your API looks pretty good but we think we will go in a slightly different direction. But...

> You can use MultiMeshInstance2D with a lot more than just ArrayMesh. Using it with ArrayMesh is definitely not the most basic usecase. Like I have explained in my comment...

We should also mention the problem with importing as sRGB in iOS 13 and below Users will need to disable sRGB and "detect 3D" as per https://github.com/godotengine/godot/issues/60914#issuecomment-1127237932

I wonder if this would suit a series of blog posts better. Visual appearance is highly subjective and varies dramatically from game-to-game. Plus as issues are resolved and new features...

I think a good idea would be for us to write a document explaining floating point in more detail and then link to it from the many places it would...

Yes. OpenSimplexNoise has been removed in favour of FastNoiseLite. See more in the PR here https://github.com/godotengine/godot/pull/56718 The online docs still need to be updated I guess.

Looks really good so far! I have two suggestions, both are procedural suggestions: 1. We should work on this in a shared doc with maintainers only as a first pass,...