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In continuation of the solution to the problem: https://forum.playcanvas.com/t/shadow-calculation-coordinates-buffered/36196/4
I made a demo project demonstrating the problem: https://playcanvas.co…
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@bimac just a reminder of the potential bug we found yesterday.
It seems that the `_iblrig_tasks_ephysChoiceWorld.Session` class may be overwriting trial data loaded from the pre-generated fixtures…
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The attached GLB has ~3000 draw calls, and performance on it is poor (~20FPS on a relatively powerful desktop). Three.js based viewers and babylon.js have much better performance (locked to 60FPS on t…
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**OS:** Linux.
**GAPID version:** Version 1.7.0:developer
**Exception reproduction:** Select on some of the Draw call in Commands panel. Look into the Geometry View tab, if there's a message of "GlD…
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It would be nice if we can hook into the draw loop of the OpenGLRenderer to call draw directly with opengl there.
jc211 updated
9 months ago
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Some raylib functions such as `SetShaderValueTexture` must be called in between calls to `BeginShaderMode` and `EndShaderMode` in order to take effect, however this can't be done through the safe inte…
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```
D3D9 and D3D11 have significant CPU overhead for draw calls that can be
improved.
Optimize for the DrawCallPerf perf test.
```
Original issue reported on code.google.com by `geofflang@chromium.…
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```
D3D9 and D3D11 have significant CPU overhead for draw calls that can be
improved.
Optimize for the DrawCallPerf perf test.
```
Original issue reported on code.google.com by `geofflang@chromium.…
-
```
D3D9 and D3D11 have significant CPU overhead for draw calls that can be
improved.
Optimize for the DrawCallPerf perf test.
```
Original issue reported on code.google.com by `geofflang@chromium.…
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In order to be as efficient as possible, all of one material/shader should be drawn, and only then switch to the next.
I believe the best way to do this is some sort of queue for draw calls that come…