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I was able to easily get bgfx working within a Qt QFrame in Windows by doing:
`
WId id = myframe->winId();
bgfx::winSetHwnd((HWND)ui->frame->winId());
`
When I did the same for Mac:
`
WId id = myfr…
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Evaluate various 3rd-party projects and solutions for how to structure and implement a renderer module. See the following.
- https://github.com/bkaradzic/bgfx
- https://github.com/RonenNess/ness-en…
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Some platforms support different renderers : Win32 -> GL, Dx9, Dx11 : macOS -> GL, metal...
It would be nice if there was an easy way we could select the renderer, for example via the Graphics stat…
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Hey
i saw your old post again . here :
http://discuss.cocos2d-x.org/t/extension-for-3d-rendering-using-horde3d/7879/8
what is the status of this port ? is it working ? or did you moved to implement…
meiry updated
7 years ago
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Hi Joey!
Would you be open to a Nim port of this project? I'd like to also use BGFX as the rendering API rather than OpenGL.
If you're cool with the above - I'll probably get started this evenin…
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This is my code:
if (m_reading == m_renderFrame)
{
m_reading = 0;
}
//Pass3 save position and normal map data
if (!m_reading)
{
m_count++;
for (int face = 0; face < 6; …
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Очень хочется альясы для всяких set_pixel\line\reсt с float2 в качестве координаты.
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When creating a dynamic index buffer with large indices, the next created dynamic buffers with short indices will not be drawn (no error, no crash, no invalid handles) - (seen on linux opengl, not tes…
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When using bgfx in our company's game.
The texture upload flow is hard to make smooth.
Currently, the loading thread load image, preparing memory, the main thread create them.
Event once per frame, w…
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There are multiple problems with dynamic index/vertex buffers:
1. Vertex data can be garbage in the shader because it is not guaranted that m_offset is multiple of stride here: https://github.com/bkar…