lyuma

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This feature was already merged in master on January 5th, along with the update to the new importer and GLTF apis. fire seems to think it will also work fine...

that means you're on an old version of AV3 Emulator. If you are on a new VRCSDK, you need AV3Emulator version 2.9.10. Try deleting everything in Lyuma/Av3Emulator first, then install...

Please try the latest release 2.9.11, @SevenTies77 and @CreamTwinkie When updating, make sure you are also using the *latest* VRCSDK, released on 2022-10-12, 5 days ago. Thanks for all the...

@NotAKidOnSteam also filed this this issue here several months ago: https://github.com/lyuma/Av3Emulator/issues/50 and a PR here: https://github.com/lyuma/Av3Emulator/pull/49 but I didn't quite understand how that PR is supposed to work. The way...

I'm a bit unsure if clayjohn's approach might cause floating point precision errors. I'd only be worried about z-fighting between two shaders which had different view matrices but tried to...

> IMO this is a good case for supplying custom base shaders and not add the feature in core, so I would wait on this. I respectfully disagree: this is...

I have concerns about this: ``` mat3d->set_meta("filler_id", vformat("@FILLER:%s:%s", import_mesh->get_name(), itos(j))); ``` This looks to me like it's going to cause a new filler material for each mesh. If I make...

I'll still voice my preference that there should be exactly one material for default (I know it's not currently implemented this way, but it should be), and therefore the name...

Hi, @Santarh - I just had a user of my Godot shader port report this issue. I was able to verify that the issue also happen on Unity, and I...

Sorry it took literally months before I bothered to look into this one. I know you probably use this anymore, but I'll merge it anyway because it still works and...