Andrew Tomazos

Results 7 comments of 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,...

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,...