Patrick Walton

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I usually set a breakpoint somewhere before the drawing starts, perhaps in `create_texture_from_png`. Then I hit the camera button in Xcode. After rendering finishes I hit the camera button again....

@hardiesoft Try this: http://therobotsbrain.blogspot.com/2010/01/debugging-non-xcode-code-in-xcode.html?showComment=1394415753439#c3161414720409562597

That's the problem. This may be caused by the uniforms being null. Try using the shader debugger and inspecting the values of `uTileSize`, `uFramebufferSize`, etc. When I hit this before...

Marking as draft not only because of the review comment but also because this triggered #13402, which it should not have, so I want to figure out why that is.

I found the problem. `queue_prepass_material_meshes()` wasn't skipping views that had no place to put the meshes. As a result, some meshes got added to queues that weren't before, causing #13402....

@mweatherley So as far as I'm aware the plan was originally to *remove* `AnimationTransition` as part of the switch to animation graphs. I kept it in in limited form to...

Feel free to leave this open. I think the time is definitely right for out-of-tree experiments with animation controllers. We have [egui-based node graph libraries](https://github.com/zakarumych/egui-snarl) so you could even make...

Updated to main and fixed the 2D meshes problem. It was a simple mistake when porting the logic from 3D over: in the indexed path, for the `draw_indexed` method call...