Timeline for Godot C++ NativeScript version not rendering multimesh instance whereas GDScript version does
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
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| May 6, 2021 at 21:47 | vote | accept | Colourfit | ||
| May 4, 2021 at 23:01 | answer | added | Colourfit | timeline score: 2 | |
| May 4, 2021 at 21:30 | comment | added | Colourfit | @Theraot Appreciate it. Super weird why the code isn't working though. It's a basic example and mirrors the gdscript interpretation. Hopefully someone here knows why. | |
| May 4, 2021 at 21:05 | comment | added | Theraot |
I found a couple projects that use VisualServer from C++: github.com/GodotVR/godot_openvr and github.com/blockspacer/GodotMonoVoxel - I don't know what is wrong with the code, if you figure it out, please post an answer. By the way, I don't know what means to debug you have, but using OS::alert comes to mind.
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| May 4, 2021 at 20:26 | history | edited | Colourfit | CC BY-SA 4.0 |
formatting screwed previous answer up
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| May 4, 2021 at 17:56 | history | edited | Pikalek | CC BY-SA 4.0 |
removed some of the excess linebreaks from the codeblock
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| May 4, 2021 at 17:52 | history | asked | Colourfit | CC BY-SA 4.0 |