RedImp1470
RedImp1470
At the moment we need to call `SceneRenderer.Render` before we can use a `ScenePicker ` or a `SceneInteractionHandler`, because `ScenePickers ` and `SceneInteractionHandlers` get the view and projection matrices from...
See #533 See #605 At the moment changes in the `InstanceData` arrays don't have any visible effects. This is because we do not fire a Changed Event that propagates the...
SurfaceShader: fragment shader wrongly takes texture luminance into account even when AlbedoMix is 0
Fix in `FragShards.cs`: ```glsl vec3 mix = IN.AlbedoMix == 0.0 ? resColor.rgb : mix(resColor.rgb * linearLuminance, texCol.xyz, IN.AlbedoMix); ```
- [ ] Desktop - [ ] ImGui This ensures that all resources will be disposed of.
see #451 **Manual Tests:** Scenario: two `SceneNodes` containing the same `Mesh` and a `InstanceData` each. While rendering: - [ ] Replace `InstanceData` Need to observe the `SceneNode` / Components? (`MeshManager`...
Device: Samsung A528B (Android 12 - API 31) Fusee: develop commit 7344f46279653cf750a2072de4180f1b3209a140 (09.06.22) Build: ok Deployment: ok Runtime: NullReference ``` [mono-rt] [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set...
WebGL supports uint by now. This will remove the "65k constraint". To discuss: do we need Serialization V1.1?
Every example contains the same code to register the AssetProviders/Handlers -> outsource it to reduce copied code. Approaches: - Implement static methods for AssetProvider registration - AppSetup helper handling AssetProvider...