Clay John

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I took a quick look at how our CanvasItem code handles physics interpolation to avoid this issue. You have to flag for the RenderingServer that this item shouldn't be interpolated...

> Hi, looking to make a contribution for OS project. How can I start? A note needs to be added to the [documentation page](https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html) about servers letting users know that...

> Can't we reset physics interpolation internally inside the engine on the first frame an object is created using `RenderingServer.canvas_item_reset_physics_interpolation(rid)` as this behavior is abnormal? Maybe! I'm not sure how...

I think this will break on all GLES2-only devices as well. It likely only works because your driver's are not very strict and you have a relatively new GPU.

Do we have tests for this? If not, this PR should add some

Testing locally and I can confirm that this fixes the issue when using an orthographic projection. I also tested performance. With a debug build this version is quite a bit...

I'm not sure about forcing this change on everyone. It's great for space games that want a long view distance, but aren't willing to pay the cost of double precision....

iOS supports OpenGL ES 3.0 https://developer.apple.com/documentation/opengles What iOS doesn't yet support is WebGL2 which is needed to run Godot 4 on the web. iOS only supports WebGL which corresponds to...