@Pawel Thanks! Yeah, Iāll add asset page a bit later.
Also I need help from the community and the Defold team. I tested the extension on a lot of devices, but on two cases, there are hurtful glitches that I donāt know how to fix.
Two PCs with Windows 10 and Geforce GTX 1080 Ti, latest drivers. Trails shake in random occurrence. It looks as if the data texture is not immediately sent to the GPU (using resource.set_texture(path, table, buffer)), but in other frames: video. If you run it in your browser, it works properly. (because of DirectX via ANGLE, probably)
Amazon Fire TV Stick (W87CUN). No uniform attributes sent (only in Hyper Trails demo app!) and so it looks like: photo.
Looks like itās not. Iāve been trying to figure out the reason all week⦠But so far Iāve been unsuccessful. Iāll make a simple project to try to catch this bug on it.
I have a question, when making trails for objects made out of a factory, how can I properly do it? right now I have a pre-existing object with a trail and whenever a new object with a trail gets created, both objects end up with the same trail.
When I try to implement a trail onto an object, the trail seems to offset from the object even when the location is centered on the object, and is quite thin. And increasing the width increases the offset it has.
I downloaded the demo from github and mulled over everything and I canāt find any differences between the demo and what I have aside from one. Iām currently using the orthographic camera asset, and I can only assume it has something to do with that. Does this sound like anything anyone has run into before?
So I switched to using Rendercam instead of the orthographic cam asset. This seems to have fixed the issue, however, Iād love to know what was causing the issue with orthographic cam as I feel like it would be a good learning point for me at the very least. Thanks!
I actually meant drawn in the same pass as the current models, so could (in theory) pass āthroughā a model. I guess theyāre drawn in a magical way now, because they always end up underneath the models in the game.