Holance
Holance
I think as long as your lightmap has same aspect ratio on smaller resolutions, you can still use same UV without scaling, since UV is normalized coordinates.
I can probably create an new material to specifically support secondary textures for lightmap, but it will take a while.
The manipulator in WPF project needs to be re-implemented. Current one has many drawbacks.
Please try with latest nightly build.
Are you able to provide the model for me to debug?
Have you tried to set the IsTransparent=true for the transparent models?
Which `OITRenderMode` are you using? Could you try different `OITRenderMode`? If you want to provide a test program, you can send it to my email: `[email protected]`.
Depth peeling has the best realistic rendering, but has most performance costs. Single pass is an estimate, so it doesn't have too much performance penalty. You can tweak the IOT...
Seems like the graphics card driver crashed. Are you running the program on laptop with integrated graphics card?
Could you provide sample code on async loading? Does the file load demo from example crash as well?