Andrew Tomazos
Andrew Tomazos
https://math.stackexchange.com/q/4024159/22933
https://math.stackexchange.com/q/4024266/22933
https://gamedev.stackexchange.com/q/188958/135719
I think I've figured it out. It looks like RP3D only supports "regular" shapes that have a diagonal inertia tensor in local space coordinates. For example `ConvexMeshShape::getLocalInertiaTensor` says: > The...
Thanks for your help Daniel, this is much clearer now. I guess we use the local space coordinates to orient our models forward-direction and upward-direction (using convention right-handed with Y-forward,...
https://stackoverflow.com/q/65453897/1131467
So I added these environment variables, and for each shader it outputted SPIR-V, MSL and decompiled GLSL as you suggested it would. If I understand what is going on correctly,...