VL.StandardLibs
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A collection of standard libraries for vvvv including VL.Stride, VL.Skia, VL.ImGui, msgpack.org[VL]
done similar to the physics debug scene.
- Quad - Grid - Circle - Segment - Pillow - Rope - Polygon related issues: - https://discourse.vvvv.org/t/aspect-ratio/20157 - https://discourse.vvvv.org/t/texture-transforms-in-stride/20156 - https://discourse.vvvv.org/t/vl-stride-screenquad/19459 - https://discourse.vvvv.org/t/meshes-and-uv/20552 - https://github.com/vvvv/VL.StandardLibs/issues/183 - https://github.com/vvvv/VL.StandardLibs/issues/333 - https://github.com/vvvv/VL.StandardLibs/issues/406...
so one understands that bloom and another effect only work if it is enabled: https://doc.stride3d.net/latest/en/manual/graphics/post-effects/bright-filter.html
gone missing while restructuring. needed for shader draw callbacks.
Currently just has a few nodes and most inputs are missing - [ ] Add all collider shapes - [ ] Check inputs on collider shapes - [ ] Test...
it could use the same compositor, but two camera renderers, like in the stride docu about RenderTexture: https://doc.stride3d.net/latest/en/manual/graphics/graphics-compositor/render-textures.html most of the work only needs to happen once per scene, e.g....
check how the MSAA resolver can be enabled for render target textures without the scene system.
The way how properties as "Gravity" get set is somewhat complicated and "downstream imperative". Can we have the descriptive nature as seen in GameStudio: https://doc.stride3d.net/latest/en/manual/game-studio/game-settings.html?q=GameSettings