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das Rendering muss auf RenderPasses und Famebuffer umgebaut werden, damit es integriert werden kann
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weil warum nicht? :D
Entsprechende Texturen etc. aus dem GBuffer ziehen
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# Context
Bevy folks measured that wgpu's trace-level logging when enabled at build time but disabled at run time can have a significant overhead (15%). This overhead comes from checking a global a…
nical updated
2 months ago
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Currently a pipeline in amber stores a VkRenderPass and then creates a Pipeline in that pass when we execute the draw call. Effectively, each pipeline has an individual renderpass.
It is possible f…
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Add a function for querying the optimal render area granularity for renderpasses.
Vulkan reference: https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkGetRenderAreaGranularity.html
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Context is https://github.com/flutter/engine/pull/55694
> So I think this is a problem in the HAL design. We expect to be able to have a pipeline synchronously for encoding but
1) we can only…
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This is not exactly a bug, just a misleading error.
Consider this invalid code:
```rust
struct BindGroup;
struct RenderPass {
fn drop(&mut self) {}
}
fn test, other: &'bg BindGroup) {…
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I currently have a situation where on view resizing, I'm recreating the `RenderPass`. That means I also have to recreate `Nvg` in order to pass the new `RenderPass` to it. This causes errors for me.
…
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Rendering Systems should implement this. It would need:
- vertex buffer
- 2 index buffers (edge/triangle mode, point mode only need vertex buffer)
- the 3 shaders from opengl days
This shouldn't…
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Renderpasses can grow pretty complex and debugging them quickly becomes time-consuming, so it would be awesome if RenderDoc could present a graph visualizer for any of the renderpasses, used to render…