Why in Unity's skinnedmeshrenderer does it show me 40 bones with 40 bindposes when it only has 31 bones, and yet somehow 9 bones are null and the last 9 bindposes are assigned??? Where did it pull those from?
Looking at how most "tech" scams are performed it requires the "victim" to have under room temperature IQ, unless it's all insiders thus inconvenient and uncomfortable truths.
Wow, ads in "What's happening" now. This place is becoming desperate. Why don't they just stick with shills and fake accounts to astroturf the produce instead? Why make it overt?
Seems like Unity hates my custom vertex struct for the "faked" skinned mesh... yet when I set the vertex attributes like mesh.colors = colours, mesh.tangent = tangents, etc. it works just fine.
Left works, right doesn't... ;_;
@Colonthreee With that amount entities on they screen you will barely display blend pixels on the screen tbh. Alpha Test forcing shader execution and only then discards the output when discarded, so you will pay for all the pixels potentially visible on the screen. Blend without discard will…
I think I will be dropping "true" transparency in favour of alphatest for the cars in the game to make them only one drawcall each. Two drawcalls each for glass + body will not scale all that well... ;_;
@Colonthreee that people are cruel and that unless shown otherwise are usually never trustworthy enough to fully let your guard down around.
The message is clear, hold on to those closest to you and hope that they will do the same
I wonder if I have set some kind of record in being declined by investors. It must be close to a thousand now. Meanwhile it is kind of strange to see them continue to invest in unprofitable companies as if their lives depend on it.
What is going on?
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