rdb
rdb
It would be useful to support materials that use the Diffuse BSDF shader, which is simpler than Principled BSDF, and should certainly be supported for non-PBR workflows. This may require...
Whenever I leave Rendered Viewport mode right after entering it (while it is still black), Blender consistently gives a segmentation fault. This is especially noticeable on bigger scenes (I can...
This could be done by adding a joint for each animated object in the animation, but rather than hooking it up to a JointVertexTransform to transform vertices, we would use...
Clang's address sanitizer traps on the milo algorithm when using this number: ``` 0.020000000000000005 (hex 0x3f947ae147ae147c) ``` In the DigitGen function, it tries to access the kPow10 array with an...
Thanks for this great project! Python 2 is ancient history by now, and as pointed out in #618, pyjnius does not even work with Python versions under 3.6 at this...
Take this `test.frag.hlsl` file: ```hlsl uniform Texture2D shadowmap; SamplerComparisonState state; float4 main(in float3 coords) : COLOR { return shadowmap.SampleCmp(state, coords.xy, coords.z); } ``` This gets marked as depth image, as...
The existing ACES HDR implementation provides a standard, reproducible "filmic" tone-mapper, but it may be found to be aesthetically unpleasing without an additional artistic look modification. An non-complicated way to...
I would suggest that we split out interrogate into a separate wheel uploaded separately to PyPI. The reasoning for this is twofold: 1. Most users of Panda3D don't need interrogate....
Currently, if a Character is flattened in any way (even in the form of a `flatten_light()`), a copy is made of the bundles being transformed. This doesn't copy any bound...
The value for the built-in shader input matrix `p3d_TextureMatrix[]` is currently specified separately for each element, by incrementing the location index for each array item. As discovered in #846, however,...