Clay John

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@Xyotic No. But it will affect how you update normals/tangents if you call [RenderingServer.mesh_surface_update_vertex_region](https://docs.godotengine.org/en/latest/classes/class_renderingserver.html#class-renderingserver-method-mesh-surface-update-vertex-region)

I think this looks mostly good! If you still have some capacity to work on this I would put a bit more time into the water puddles. Right now they...

> Works fine but the camera has to be still in order to this to happen. Does it make sense? Is not that common to have a fixed camera This...

> Here are two examples. One with moving camera and moving object > > Peek.2023-10-12.14-09.mp4 > One only with moving camera: https://github.com/godotengine/godot/assets/1168582/ff2a07be-b06e-4520-beed-c558714816f3 > > In the last one you can...

Testing this again after recent updates and I can reproduce the issue pointed out by jcostello. All accumulation is lost when the camera moves and it takes a noticeable amount...

Okay, https://github.com/godotengine/godot/pull/86809 fixes the issue with motion throwing out the accumulation buffer when using TAA. This looks really good with TAA now. We just need to figure out why it...

@naturally-intelligent Note, that the reddit discussion thread is about using the existing glow in 2D, not about supporting 3D glow in the OpenGL backend. This PR is planned to be...

I'm not sure if there is anything actionable left here. If the problem is only in a 3.5.1 release candidate but is fixed in 3.5.1 then can we go ahead...

Can anyone reproduce this in 4.1 beta 1?

I don't think this is the right solution. It seems the purpose of PlaceHolderTextures are to provide a type that can be used with server export that allocates minimal or...