volcoma
volcoma
When compiling for opengl the "smooth", "noperspective" etc... doenst seem to work. for example noperspective vec2 v_size : TEXCOORD1 = vec2(0.0, 0.0);
As the current way have some restrictions considering namespaces and header only registrations I am proposing this way which doesn't have these restrictions. registration.h ``` #ifndef REFLECTION_REGISTRATION_H #define REFLECTION_REGISTRATION_H #include...
The library is pretty cool but is there a way for it to work without the geometry shaders for lower end devices?
execution 1: auto e = world.CreateEntity(); e.AddComponent(100, 100); - ID = 0 e.AddComponent(10, 10); - ID = 1 execution 2: auto e = world.CreateEntity(); e.AddComponent(10, 10); - ID = 0...
Currently an entity is added/removed to/from a system only when it is created/destroyed. It should also be added/removed when a component matching the requirements is added/removed to the entity(maybe at...
Hi, i've found a bug with the implementation of the mipmap generation in ``` void TextureVK::resolve function. ``` Currently it only generates mipmap for one of the faces of the...
So i have this code here experimenting with the new set_kind function. As stated in the documentation before i update the kind i also update the mass and intertia, making...
Hi, after your recent changes i now get an assert in the broadphase destructor event without creating any physics objects. I am basically doing attach/detach ``` broadphase::~broadphase() { m_connections.clear(); //...
I am building edyn as part of my project and am using the highest warning level and had to basically do this to silence all the warnings coming from edyn....
When there is already applied rotation then what should world space scale do? Maybe shear? Enginens like Unity seems to avoid this issue by just prohibiting it - there scaling...