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Updated filament from 1.9.25 -> 1.10.6 #116
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RGregat
commented
Jul 9, 2021
- Recompiled all *.mat files
- Fixed issues because of removed filament APIs.
* Recompiled all *.mat files * Fixed issues because of removed filament APIs.
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Can you also include the ones in ux/assets-sources/materials ?
You can move them directly to core/assets-sources/materials in order to not forget them every time.
Did you made tests to be sure everything is OK?
An Assert error should crash the app if it's not the case.
Can you also have a look at this bug #70 to see if it has been resolved with the latest Filament version?
if (renderer != null) {
renderer.getFilamentView().setColorGrading(
new ColorGrading.Builder()
.toneMapping(ColorGrading.ToneMapping.FILMIC)
.build(EngineInstance.getEngine().getFilamentEngine())
);
} |
Exactly! BTW, nothing related but searching for a way to draw polygons I found your great issue (and own answer) here google-ar/sceneform-android-sdk#443 |
Not a bad idea, but I abandoned the mentioned idea. I have a Polygon drawing node which still uses poly2tri. Maybe I change this in the near future! Thanks |
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I asked Filament here: google/filament#3909
Do it as you feel. I'm also not against moving |
Even more because I really ask myself if it still make sense to have core, ux, sceneform instead of a unique sceneform module. |
true |
An enormous clean would be enormously benefit.
I'm pretty much against having separated branch except for the PRs because it's a nightmare to maintain. BTW2, some DepthPoint, InstantPlacement, Reticle spoil: screen-20210709-170542_Trim.mp4It's working awesomely. I just need to clean it before pushing. |
It's funny cause I'm actually plastering my wall (In real life ;-)) and I can see the difference while doing it with depth points and the reticle. |
Same here, i meant not this current PR :) |
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I hope they can now include some evolving code block like a gist displaying our master GitHub samples code. |