Alex
Alex
At least currently, it is more or less the intended behavior to use linear rgb for vertex colors: (see [#4528](https://github.com/bevyengine/bevy/pull/4528#issuecomment-1102326309)) Though it might be worth revisiting.
Actually, I don't think this can be a result of the (missing) srgb conversion because the extreme values you're using `(0.0, 1.0)` would be unaffected by the conversion function (i.e....
Not sure if I'm understanding the source of the problem correctly.. but if it's the surrounding sprites bleeding into the current one then I think 1px of transparent padding and...
Any news on this? I'd like to see an optional bandwidth limit, too, since I often listen to longer mixes (1-2 hours). Other than that I really like this plugin....
Ah I see, sadly I couldn't find any options in AIMP to limit the bandwidth. Thanks for the info, though.
I set the render mode to `unshaded` because that was the look I was going for when creating the shader. i.e. I wasn't using any lighting and wanted the sprites...
I somehow totally missed this question, sorry for that. In addition to what @Calinou pointed out it also depends on what you want to filter (each object separately or the...
I'm not sure I understand what you're trying to do. Are you working in 2D or in 3D? Do you want to render at a low resolution (pixel-perfect) and then...
I think this is possible, but it requires some changes to the shader code (instead of using linear texture filtering you have to filter it yourself). I can look into...
Sorry for the delay. You might be able to make this one work: ```glsl shader_type canvas_item; vec4 texturePointSmooth(sampler2D smp, vec2 uv, vec2 pixel_size, vec2 grid_offset) { vec2 ddx = dFdx(uv);...