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Right now `BlitPass::AddCopy` has a routine to copy data from a `Texture` to a `DeviceBuffer`, but it _also_ unnecessarily copies data to the host when doing so. What's worse is that we're actually re…
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### I have attempted solutions to common problems
Yes
### I have checked that my game version is supported
Yes
### OS
Windows 11
### Platform
Steam
### Description
In 4K resolution MCM dose n…
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### **Errors running the search**
root@test1:~/VanitySearch# ./VanitySearch -l
GPU #0 GRID A100D-8C (108x64 cores) (Cap 8.0) (8187.9 MB) (Multiple host threads)
root@test1:~/VanitySearch# ./Vanit…
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Implement an HDR rendering pipeline by adding support to load HDR textures, render bloom/gaussian blur and a few tone mapping shaders. Tone mapping will be similar to Uncharted 2 and some very generic…
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BAR engines introduce texture batching which means that rendering is massively helped by units sharing the same texture. ZK units tend to have unique textures so this benefit won't show up too promine…
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Does this issue occur when all extensions are disabled?: Yes
- VS Code Version: 1.82.2
- OS Version: Windows 11
Steps to Reproduce:
1. Init a new project with `git init`
2…
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Especially useful for doing things like normal mapping to give surfaces a more realistic slightly bumpy look, without needing an actual texture image
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![image](https://user-images.githubusercontent.com/77055841/133069208-bb38c812-9317-499c-8845-3becd041d2e8.png)
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### Which component should be improved?
Hammer
### Describe your feature suggestion in more detail
When we mount games we import models, textures and other resources from them, however, when making…
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```
Allow hires texture packs to use mip mapping
```
Original issue reported on code.google.com by `death2dr...@gmail.com` on 10 Apr 2010 at 9:14