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I have a problem when using pvrtc decompression in bgfx. When I am using pvrtc textures with gles2 extension the texture alpha looks fine, but when it is decompressed with decodeBlockPtc14A it is wron…
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I have been trying to build it on Linux, but I'm having some compilation errors, the first one was regarding BGFX_CONFIG_RENDERER_OPENGLES, I manage to fix it by changing
https://github.com/Cedr…
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I found out a specific pattern in regards to the savegame crashes:
- Crash when you load a newworld- savegame twice
- Crash when you load a newworld- savegame in addonworld
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**Describe the bug**
When switching back-ends with the same existing window, switching from DX11/DX12 to anything other than DX11/12 or switching from Vulkan to OpenGL results in unexpected behavior,…
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Using bgfx::updateTexture2D on a texture array using D3D12 renderer will result in a crash during TextureD3D12::update with the following error:
```
D3D12 ERROR: ID3D12CommandList::CopyTextureReg…
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On an iOS device (doesn't repro on Mac or Simulator), enabling MSAA with some rendering steps gives no rendering in the backbuffer.
bgfx calls are:
- view 0: clear and touch back buffer
- view 1:…
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Hey, I love bgfx so far - however I think I ran into a bug!
I cannot get resizing of secondary windows working in my own project and noticed it also does not work in the example for me.
I tried …
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How does` bgfx::createUniform` handles a case where I have 2 separate shader programs (not different stages!) where I define `SAMPLER2DARRAY(s_texSampler, 0);` in one of them and `SAMPLER2D(s_texSampl…
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Why not add more stuff to the Stats struct. Like the data that go with the BGFX_DEBUG_STATS e.g primitives submitted etc.. ? People may want to save or show that info in a specific way e.g a profiler …
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I've experienced that learning curve of bgfx internals is a bit too high for "average programmer", some teams, that I was part of, decided not to use bgfx because "it's not maintainable" by means inte…
jimon updated
8 years ago