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atteneder opened this issue
May 17, 2024
· 0 comments
Labels
bugSomething isn't workingimportImport of glTF filesmaterialmaterial/shader featuresrefactorCode base improvements, not necessarily feature/API changes.
glTFast uses a single shader graph for all sorts of surface types (opaque, transparent, alpha clipped) by setting certain keywords/properties at runtime. This does not work with Polyspatial visionOS, as the shader graphs are converted to MaterialX at build time.
The only solution that comes to mind and has proven to work is to duplicate the shader graph per surface type and use varying shader graphs, depending on the material. Needless to say, this multiplies the maintenance effort in the long run.
See discussion in #666 for origin details and a user-provided solution.
The text was updated successfully, but these errors were encountered:
bugSomething isn't workingimportImport of glTF filesmaterialmaterial/shader featuresrefactorCode base improvements, not necessarily feature/API changes.
glTFast uses a single shader graph for all sorts of surface types (opaque, transparent, alpha clipped) by setting certain keywords/properties at runtime. This does not work with Polyspatial visionOS, as the shader graphs are converted to MaterialX at build time.
The only solution that comes to mind and has proven to work is to duplicate the shader graph per surface type and use varying shader graphs, depending on the material. Needless to say, this multiplies the maintenance effort in the long run.
See discussion in #666 for origin details and a user-provided solution.
The text was updated successfully, but these errors were encountered: