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Our goal is to render icons as crisp and sharp as possible. Since our icons are raster based, the best case is doing a 1:1 blit where we transfer the pixels directly, without any kind of interpolation…
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What are they (Well I mean they're obviously image files), How do they work, and how can I edit/make my own?
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```
When the state is marked as dirty with markAllStateDirty, ANGLE resets the
applied shaders to NULL however it does not unbind them from the D3D11 pipeline.
Hence ANGLE is tricked into believing …
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```
When the state is marked as dirty with markAllStateDirty, ANGLE resets the
applied shaders to NULL however it does not unbind them from the D3D11 pipeline.
Hence ANGLE is tricked into believing …
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## What just happened?
i have created an object last year to upload in my marketplace listing, now it says creator : Unknown, i had the full perm before, please help me to fix it, i have it in my inve…
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### Feature Description
IMHO they are pretty useless. I can imagine to have a Simple type for the purpose to save CPU, but they are calculated mostly on the GPU.
Did we have a simple non GL type th…
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Is there code available for texture registration just like for scan mesh registration. I have island texture map and want to convert it to SMPL type texture map
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### What feature or improvement do you think would benefit Files?
Workspaces would be a new feature where you could save entire sessions (including tabs, dual panes, currently open folders) into a ni…
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TL;DR: WebGPU should preserve the order of all side effects (transfer read/writes, pixel read/writes) except for Unordered Access Views, which are only synchronized at the render/compute pass boundari…
kvark updated
2 weeks ago