thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
on a side note this is quite weird, I'm not sure whats causing it but when adding the gradient with noise as a vertex color angled across a 100 by 100 segment plane you get an odd interference pattern when the octives are 8 or higher. And It only happens when angled.
for some applications using my point/ray clouds I need some objects to use all the points and some to use only some of the points. So I created a limiter helper (I would have used a modifier but then it's still up to the caller to decide which to use the mod or the base object and that created some issues). So the limiter…
By default, I'm not calculating collisions with any objects that are offscreen, they get completely culled, they get frozen effectively. However you can press M to force update on all objects, even offscreen, so no doubt you'll get a lower framerate, even if you're just in the corner etc ;) You'll probably get a more…
ohhh, that's not bad at all what's it called? or did you invent it? ear clipping sucks - i've been getting good results using a version of the old triangle library I ported to python but I don't think it would work that well on the circle