Jakub Marcowski
Jakub Marcowski
Messed up `SCons` pretty badly, will tend to that tomorrow.. 😪
So ```c++ ShaderLanguage::TextureFilter default_filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT; ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT; ``` should fix the issue? **Edit**: This is the bare minimum to fix the issue at hand, more initializations were...
Think I'm gonna need some help here - I assume `uniforms` should be initialized to `nullptr`, given that it's a pointer, but what about the other values you speak of:...
Are we talking about the same bools? ```c++ HashMap render_mode_values; HashMap render_mode_flags; HashMap usage_flag_pointers; HashMap write_flag_pointers; ``` I considered these lines of code, but the `bool` (and one `int`) pointers...
That's fine, one more question: ```c++ struct Texture { StringName name; ShaderLanguage::DataType type; ShaderLanguage::ShaderNode::Uniform::Hint hint; bool use_color = false; ShaderLanguage::TextureFilter filter; ShaderLanguage::TextureRepeat repeat; bool global; int array_size; }; ``` This...
Hope I picked sane defaults for enums.
If the [PR](https://github.com/godotengine/godot/pull/83353) mentioned above gets merged, completing this PR should be as easy as changing the insides of the `benchmark_delaunay3D()` function to: ```GDScript Geometry3D.tetrahedralize_delaunay(scattered_points) ```
Committed an update that should be the final version. I haven't changed the number of points, because on my low-end laptop this benchmark takes `~4000ms` when running on a dev...
The reason why I left it hanging as a draft is because until (probably) Godot 4.3 comes out, code from this PR won't be able to run - there is...
Sure thing, the PR description has been updated.