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### Implementation Issue
So I have been trying to implement gl-react over videos in React Native(Expo CLI). I follwed this example []( https://github.com/gre/gl-react/tree/master/packages/cookboo…
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For GPU emulation on GNU/Linux and Android, as well as Windows 8, and Windows 7 until 12on7 is integrated into Xenia, it's necessary to use either OpenGL or Vulkan.
OpenGL and OpenGL ES can be cons…
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# Proposal For Vulkan Support In MaterialX
# Shader Generation Ecosystem
The following shows how Vulkan code generation would fit into the current eco-system (at time of writing). Note that the in…
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Hi glumpy team!
Thank you for a wonderful library.
I'm one the authors of [kaolin-wisp](https://github.com/NVIDIAGameWorks/kaolin-wisp). We use glumpy as a dependency to draw layers of info on our…
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Hi @chfi
I already installed MoltenVK and successfully installed `waragraph` with `rust` on macOS wiht M1 MacBook.
But after I run the waragraph, it throw a error:
```shell
~/software/waragraph…
baozg updated
2 years ago
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Can you update this to support URP? Its not so useful releasing tutorials for the old built in pipeline given that they have already said it will be deprecated, and that it is far less performant.
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I found that you can change the glTF_PBR.ogsfx's technique to transparent, but I'm unable to find a slot to input an opacity map. How would you go about doing this/is it even possible?
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As we've done for imagers, we'd want to start representing arnold operators as Shader primitives. This way, operator graphs can be represented seamlessly in both USD and Hydra
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Used files from MaterialX https://github.com/materialx/MaterialX/blob/main/resources/Materials/Examples/StandardSurface/
both brick and wood files which load .jpg files to "tiledimage" node are not b…
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Any chance to have a blending feature between lighting scenario, not full switch but controllable crossfade between 2 scenario?