Tebjan Halm
Tebjan Halm
Option 1: input on ViewPortSetting should be a Spread of ViewportRenderInfo so multiple can be used per scene window. add a node that translates local viewport coordinates to render target...
something happens at the wrong time: ![image](https://user-images.githubusercontent.com/1094716/89659622-67883b80-d8d0-11ea-8d60-50febfcbc49d.png)
The shader keys or object pin updaters aren't working for them. This is a problem because it prevents shader parts from being used multiple times in the same shader.
using the stride serialization system. for example, using something like this: https://gist.github.com/Eideren/0aa59644eb7c5b029d04b7fa5a285e62
check later when we have exe export. code and test the following workflow: develop at runtime with external project, then export executable -> all assets should of course be available.
since the proof of concept is now working, we can think of next steps: - [ ] control flow regions see vvvv/VL.StandardLibs#613 - [ ] shader source class from string...
this is more friendly to changes, as it doesn't change the signature if we want to pass in more information at a later point.
- [ ] load multiple projects - [ ] load same project again - [ ] load VL.Xenko assets and loaded ones by path - [ ] load a single...