Comments (7)
Sky is fixed!
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Found it ! I had to use the camera position instead of the character
Preview: https://streamable.com/bplrek
I just have some glitches when I sprint or moves, I could use a linear interpolation to fix it
There is also sort of issue on the blue sky too, there is brown pixels and artefacts
from kool.
Looks nice! Another, maybe simpler, solution is to put your camera and your model into a Group
and only move that group around. This way, camera and gun are in the same reference frame and should always have the same orientation and distance.
For the broken sky: I just noticed this in my tree demo as well. I guess I broke that some time ago when I fiddeled around with the skybox generator.
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Cool, thanks for the fast reply. I will test with your solution tomorrow
Have a good night
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I resolved the laggy position/rotation, by invoking the method sync()
of ProxyCamera
before translate/rotation the gunModel.
By the way, one question, do you know how can I disable this kind of blur/specular on my gun texture (the real-time PBR Methodoly)
I would like have a raw albedo textures, like this
Preview video: (what I have in game)
https://user-images.githubusercontent.com/30320751/136268867-5ea8e935-6e8c-4a82-a67c-9679e566a202.mp4
Second question is there a runnable not related to the rendering pipeline, to use some functions with for example (20 ticks / second), for entites updates, and maybe multiplayer synchronisation in the future
Thanks
Protoxy.
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I assume your model is a gltf model? By default, the gltf loader creates a PbrShader for each mesh in the model and uses the textures included in the model. You should be able to take the shaders of the model meshes, cast them to PbrShader, and set or remove the textures as you like.
For your second question: No, there is not. But it shouldn't be too hard to start a second thread for that.
from kool.
I assume your model is a gltf model? By default, the gltf loader creates a PbrShader for each mesh in the model and uses the textures included in the model. You should be able to take the shaders of the model meshes, cast them to PbrShader, and set or remove the textures as you like.
For your second question: No, there is not. But it shouldn't be too hard to start a second thread for that.
I think I have to switch a texture propertie from LINEAR to NEAREST, maybe the minFilter and magFilter.
I will test soon, thanks
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Related Issues (20)
- Android Support HOT 1
- Feature Request (Optional ) - GLTF/GLB combining model animations HOT 1
- Older Mac, GLView says I have 4.1, but hello world says I have 2.1? HOT 2
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- Physx JNI fix HOT 2
- Feature request - "try Vulkan" HOT 2
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- Default font inside KoolConfig HOT 3
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- Touchscreen do not work HOT 4
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