Eli

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No, but the .psk format isn't capable of complex materials - in order to get something that looks half-decent you'd have to redo it from scratch anyway. Materials really aren't...

Out of curiosity, what do you need .psk and .psa files for? UE4 doesn't support them and neither does whatever game they were "extracted" from (the format isn't actually used...

UE4 has had automatic LOD generation since it first released - I was honestly baffled when I realized that Unity was missing what I had assumed to be a basic...

I would recommend instead taking character photos in Blender. It's ray-traced, so it'll give much better results than a real-time model preview.

Can reproduce as of the latest prerelease. Also getting `'RenderTreeBuilder' does not contain a definition for 'AddComponentParameter' and no accessible extension method 'AddComponentParameter' accepting a first argument of type 'RenderTreeBuilder'...

Can confirm - it looks as though images don't appear immediately after mounting, and by the second frame (when they do appear) reanimated has already taken its snapshot.

> With ImGuiFreeTypeBuilderFlags_Bitmap font size become correct but now other problem comes out: each glyph shifted out of its bounds Can reproduce.

It's probably worth noting that Win10 Notepad (as that seems to be) uses GDI and therefore ClearType for it's text rendering. Win11 Notepad, being a XAML app, uses grayscale AA...

Thanks for looking into it! It looks like the NuGet package is a ways behind that commit, so I'll just go ahead and build from source for now.

Just gave the latest `master` a shot and... yeah, no luck. Still getting the same results with the same code sample.