MGSX
MGSX
i think you could log which file you're loading in your code right before loading it, no?
@dar-dev i think to issue is here : https://github.com/mgsx-dev/gdx-gltf/blob/7d70839067ead66ec6107bc1be8c060c7c0fc7aa/gltf/src/net/mgsx/gltf/scene3d/shaders/PBRShader.java#L315 it should use `PBRTextureAttribute.SpecularColorTexture` instead of `PBRTextureAttribute.Specular`. Could you please test it with your models to confirm it works and send...
This still an open topic. So, here is my opinion for each features : # Modes Local and Master modes are nearly the same. In an automatic discovery context (zero...
ERRATUM for latency settings : i made a confusion between audio latency and network latency. This subject is maybe out of this topic scope.
Major part of GUI rework has been made. It still some enhancement to have a better GUI but it's work has it is. So changes are scheduled to a futur...
note that fix #54 require to republish all samples (alpha or beta)
the google link is dead but we could say something like that in the attribution section in the main readme file (among others like Miller Puckette, ...etc).
rescheduled to next release, it's not so important, it's just a small cleanup.
Reading the bug reference and [this thread](https://stackoverflow.com/questions/12030711/glsl-array-of-textures-of-differing-size/12031821#12031821), it seams like indexing samplers from a varying is forbidden. Maybe some drivers are graceful about it but i think it's better to...
both bitwise operations and GL_TEXTURE_2D_ARRAY require GLSL 130+ (OpenGL3+, GLES 3+). I'm surprised you have same performances by fetching 16 texels, maybe your GPU optimize it at runtime when left...