defektu
defektu
Hi all, I managed to connect homekit with another spare ESP8266 to WLED without homebridge. It just reroutes homekit request to WLED via WebSocket. With full hsv and brightness control...
Workaround does not work for me. `ENTER` still loops.
I assume this issue is happening because you are loading the same scene with same entities. Just try duplicating the scene and switch to that. New entities will trigger. `changeScene`...
Found the issue, [onBeforeAddHierarchy](https://github.com/playcanvas/engine/blob/ae26d8dfb1346cad9cd6ddcdcd1239112b7de6e8/src/framework/scene-registry.js#L403) is not destroying scene within https://github.com/playcanvas/engine/blob/ae26d8dfb1346cad9cd6ddcdcd1239112b7de6e8/src/framework/scene-registry.js#L412 Setting 412 to `this._loadSceneHierarchy(sceneItem, null, callback);` and just calling the function before that solves the issue. But gives an error...
Yes it is WebXR Emulator. It does ok without stereo rendering. > Is that with the WebXR emulator? How does it look without the stereo rendering?
Scene for changing [transformVS ](https://playcanvas.com/editor/scene/1830188) and [engine example](https://playcanvas.com/editor/scene/1836257) with use_local_engine
Sorry @mvaligursky, nowadays are a bit rough workwise. Using heights was possible but uv's and texture is not passing through to shadowpass. (vertex's are displacing but shadow pass won't in...
Today I noticed standart.js has `// all other passes require only opacity` part. So `ShadowPass` is not getting any info about anything except opacity.
Also `vertex_normals` needed. But it does not pass into shadow pass as semantics as well `Vertex shader attribute "vertex_normal" is not mapped to a semantic in shader definition, shader [Shader...
Shaderpass does not get any litOptions (turns out to be undefined) `getShaderVariant` passes `this.shaderOptBuilder.updateMinRef` if it is not `FORWARD_PASS`. So do you have any suggestions about this topic. Besides shadowPass...