Robert Gabriel Jakabosky
Robert Gabriel Jakabosky
> I checked it with `shape::UVSphere { radius: 0.1, ..default() }` and `wave_height = 4.0`. Seems to be in the order of ~0.2 on my side, not too noticeable for...
I pushed a few more changes to the water shader. Just updating the `y` position in the fragment shader using the `wave_height`. I am not sure if this is better...
> I think there is something wrong with the coordinate frames. For example we are using the normal in the local frame and using it for pbr which expects a...
> > I pushed a few more changes to the water shader. Just updating the `y` position in the fragment shader using the `wave_height`. I am not sure if this...
> Maybe I just have the wrong idea about what the shader should do. I had to research water shaders to create the original. I can't remember where the original...
> Something to try: > > ```rust > let world_normal = mesh_normal_local_to_world(vertex.normal); > out.world_position = world_position + (world_normal * height); > ``` Most likely need to also pass the `world_normal`...
> > Ah, thinking about it right now, it most likely is a problem with only applying the wave height to the y position (doesn't matter if it is local/global)....
I think it was this video that I had watched: https://www.youtube.com/watch?v=lctXaT9pxA0 The other series by the same person is for Unity. This video is more general.
Simple answer: There is no support for this. Longer answer: Nixio doesn't have support for creating a Socket from an FD number. Even if it did both threads would have...
no. The zeromq context is designed to be shared between threads. The nixio socket objects are just wrappers for the socket FD. You will run into problems with the GC...