Comments (1)
That's a really good idea. I will add a color property on sprite and layers objects:)
Thank you for your support!
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Related Issues (20)
- Expose HeightField Shape
- Improve Accessibility Tree updates
- UI colors for NGE leaking to NME
- Possible to drop a category to NME/NGE
- GLTFFileLoader does not support EXT_mesh_features extension HOT 1
- Collection node throws error that prevents build if connected mesh not defined in NGE
- CreateScreenshot and friends don't fire unless you use runRenderLoop() HOT 2
- Error when trying to load it from jsDelivr HOT 3
- Add labels to WebGPU objects (GPUBuffer) - Allow users to override labels HOT 1
- Reverse winding order flag for MeshBlock in NGE
- KHR_materials_transmission: missing opaqueSceneTexture after mesh deletion.
- Exploration of extracting scene texture data to use with node geometry
- NGE saving cached mesh data to json HOT 3
- Description of Vector3.TransformNormal & Vector3.TransformNormalToRef & Vector3.TransformNormalFromFloatsToRef is wrong. HOT 1
- Scene.getMeshesByTags doesn't use argument predicate as filter HOT 2
- Add "Remove" buttons for data on Texture and Mesh in NGE
- Two scenes were created by babylon. In the first scene, add a ball and add a gizmoManager. In the second scene, add a cube and add a gizmoManager. You will find the gizmo of the two scenes, They can only be rendered in the first scene HOT 5
- Investigate GUI rounding
- Flipped faces in glTF export HOT 3
- Shader code is not compatible in webgpu mode HOT 1
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