MGSX

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also, GLTF files can have different texture transforms applied to the same UV layer. So the solution is probably to have texture transforms for individual maps.

Dynamically activate depth bufffer is possible but would be a lot of pain and not efficient. I agree, enabling depth buffer for all VfxFBO might be overkill and you have...

@metaphore thanks for the update :+1: , i tested it and it works. Unfortunately, it doesn't solve extra rendering issue because setCapturedInput render the texture to a VfxFBO (which was...

@dbchan if you're using capture begin/end, you need to use the same workaround i used (see my first comment in this issue): first render your scene in your own FBO...

1- render your 3D scene into your own FBO (which has a depth buffer) 2- render your own FBO color texture with a SpriteBatch while capturing with gdx-vfx (see code...

considering you closed your libgdx PR https://github.com/libgdx/libgdx/pull/6738 i think we'll keep it as a limitation for now

@Lusito libgdx's json/xml libraries allow you to customize [classTag](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Json.html#addClassTag-java.lang.String-java.lang.Class-). IMO these libraries are [well maintained](https://github.com/libgdx/libgdx/commits/master/gdx/src/com/badlogic/gdx/utils/Json.java). And I didn't noticed performences issues serializing hundreads of entities unless you have some benchmarks...

@Lusito To be honest I was thinking exactly the same as you few times ago :D but this weird json format appear to me to be very handy actually but...

I faced same problem and the best solution I found so far (which work well) is to separate "definition" components from "state" components. In your example, you would have a...

i know it's pretty old but i tested with a FBX file from Maya and opacity is fine with master branch. i guess because of fix #94 which is not...