Griffin

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@chwba I created a gist with a simple pyimgui example using the GLFW integration: https://gist.github.com/DGriffin91/c986d9bce5a0549d6e5c207261636e62 To use the example, if you don't already have the GLFW integration you'll want to...

@chwba I haven't tried doing it with the windows yet (Though I have played with the docking branch) Ocornut talks about making things seem windowless in this post: https://github.com/ocornut/imgui/issues/225 (This...

There's an idea that's been discussed a bit in the discord that allows for a possible hybrid approach. The general idea is similar to compound clips, a concept often found...

You may also want to look at this: https://github.com/vt-vl-lab/3d-photo-inpainting/issues/40#issuecomment-639470366 Without it you may get soft results. I ended up doing it like this (`main.py`): ``` image_width = image.shape[1] target_w =...

Does "using the runtime surface format" for the `TextureFormat` mean that using a texture as the camera `RenderTarget` for other formats than `TextureFormat::bevy_default()` like RGBA16 will work? That would be...

I would also be interested in a look_at function. Something like this maybe? ```rs pub fn from_look_at(forward: Vec3, up: Vec3) -> Self { let right = up.cross(forward).normalize(); let up =...

@aevyrie I've been doing some raycasting on the CPU in bevy with the BVH crate: https://crates.io/crates/bvh, and it seems quite fast. I initially was only building a bvh for each...

In my implementation there are 2 separate BVH structures. One for meshes, and one for entity AABBs. Each individual mesh has a BVH built in local space at startup (BLAS)....

I think this is a good description. I like the idea of the BVH being an asset as well.

Yep. It's working for me now! I'm guessing this isn't something on your end, but just incase it is: This shader now doesn't compile: https://shadered.org/app?fork=xwduEc6YLJ I think it's due to...