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7

Unfortunately these kinds of unexplained stalls can be common, and very hard to answer perfectly. To answer the question precisely, we would have to know what is happening inside the driver during that short stall. NVidia and AMD only provide us with so much information about their driver's behaviour. Sometimes we have to make guesses. And sometimes the ...


4

The artifacts are caused by scaling the images using point sampling / nearest neighbourhood filtering, which effetively doubles some of the pixels from the original image. To get better results, switch to bilinear filtering which uses weighed average of multiple pixels. The result will be a little blurry, but should look a lot better than the current one. ...


3

Solution 1: Rotate your UVs in your fragment shader The fragment shader is where texture sampling occurs, based on the UV values of your fragments. For every fragment, an interpolated UV value is calculated (as the interpolation of the vertex UVs of the vertices of the corresponding). The UVs are a 2D coordinate pair with values ranging from 0 to 1: [0, ...


3

Original RenderTexture image on the left, edited Texture2D image on the right. public class PixelChange : MonoBehaviour { public RenderTexture renderTexture; // renderTextuer that you will be rendering stuff on public Renderer renderer; // renderer in which you will apply changed texture Texture2D texture; void Start () { texture = new Texture2D ...


3

Yeah, most games use a model's rigging and apply animation tracks to the bones in real time based on things happening in the game or player input. Animations can also be blended between to make new animations or transition from one animation to another. Animations can also be combined such that the lower half of a body is playing one animation and the ...


2

I assume eye and look are in global space and up is in local space. Then you can use this: tmp = (look - eye) * up up = normalize(tmp * (look - eye)) tmp, look, eye and up are 3D vectors. * means cross product. - means usual vector subtraction. normalize() is normalization function, which returns same vector but with lenght == 1. If for some reason look ...


1

Without immutable storage you can just specify a texture array using glTexImage3D. I note that you say you've tried this but it didn't work; it would have been helpful if you had given us the code that didn't work, as you clearly have an error in it which we may have been able to help you with. That aside, there is another way which is minimally invasive ...



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