Daniel

Results 9 comments of Daniel

Yeah sure we could add a new node for Vector3 expressions. I was thinking of trying out C++ templates to cut down on code. For the group, I agree maybe...

Couldn't the user maybe add a url to the plugin.cfg and the server would grab the info. I don't know about other storage providers but Github lets you access a...

If it works in GLES3 but not GLES2 then it probably isn't supported by GLES2 (probably because depth texture isn't supported). Otherwise, it's an engine bug, which I doubt.

Another reason could be because `textureLod(...)` is not supported in the fragment shader.

Ah ok it seems its because `inverse(...)` is [unsupported in GLES2](https://docs.godotengine.org/en/3.1/tutorials/misc/gles2_gles3_differences.html#shading-language). I might be able to modify the math to get rid of it but no promises...

Just leaving this here as a note: since Godot does not let you access the normal buffer, I was hoping I could use the depth buffer and take the derivative...

I think the only way to not do decal render on only specific objects would be to just render them after the decal. I don't think it's that difficult since...

I was actually able to fix it on my local copy by modifying the renderer. I ran into some problems like extensions that only existed on certain platforms, which I...

It may be due to the way I'm gathering the functions but I get this error: ``` ./external/vk.zig:536:82: error: container 'std.os' has no member called 'HINSTANCE' pub const HINSTANCE =...