#
# Here be linux, rust, vulkan, blender, vr / 3d stuff
# https://github.com/rei-kurzweil
# 33, 🇨🇦, 🏳️⚧️ (she/her)
It should be that slub is like a slim slab
It should be that slub is like a slim slab
the headset pose transform is messed up.. (fixing that next)
but performance seems okay even with 3 color image views and 3 depth views, for Camera3DComponent and CameraXRComponent running at the same time for winit and openxr respectively #vulkan #gamedev #vr #linux
added InputTransformModeComponent
to set which axis is forward in terms of movement,
and which axis controls to "roll" should rotate around
world.add_component(
InputTransformModeComponent::forward_z().with_roll_axis_y()
);
#gamedev #vulkan
github.com/rei-kurzweil...
starting work on 0.3 now,
adding ComponentCodec (serialization/deserialization of component graphs),
CollisionComponent (multi-threaded collision detection,)
events/signals,
KeyBindingComponet (to override InputComponent behavior)
github.com/rei-kurzweil...
starting work on 0.3 now,
adding ComponentCodec (serialization/deserialization of component graphs),
CollisionComponent (multi-threaded collision detection,)
events/signals,
KeyBindingComponet (to override InputComponent behavior)
2. Risk electric shock
??
4. Profit
2. Risk electric shock
??
4. Profit
+ better ux for vertex sets
+ fixed bug where sets couldn't be named until adding a second one.
github.com/rei-kurzweil...
Settings -> Get Extensions / Add-Ons -> Install From Disk
#blender #vertex #tools
+ better ux for vertex sets
+ fixed bug where sets couldn't be named until adding a second one.
github.com/rei-kurzweil...
Settings -> Get Extensions / Add-Ons -> Install From Disk
#blender #vertex #tools
passing things from void fragment() into void light()
seems like there's no way to avoid redundantly sampling textures if they're used in both.
passing things from void fragment() into void light()
seems like there's no way to avoid redundantly sampling textures if they're used in both.