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The current terrain shaders are quite heavy and could be optimized with something like virtual texturing.
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#9 and #10 suppress the compiler warnings, however the content surrounding texture memory should be updated to the modern bindless texture API. This would need updating in lectures notes too, so can't…
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I tried this code:
```rust
use std::net::UdpSocket;
use std::net::Ipv4Addr;
fn main() {
let socket = UdpSocket::bind((Ipv4Addr::new(0, 0, 0, 0), 0)).expect("Failed to create socke…
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**Is your feature request related to a problem? Please describe.**
The decal system is severely limited, to the extent where it would be difficult to use in a production environment.
- It's only p…
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### Summary:
During raytracing the hit-shaders need access to all materials in the scene at once, which clashes with the current setup for the Forward+ - Pipeline, where a shader needs only access to…
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When using vkd3d-proton, I'm seeing a crash on the first present call in the [D3D12HelloTriangle](https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12HelloWorld/src/…
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I was testing a live usb with Ubuntu 22.04, which uses GNOME 42. After going to settings, display, enable fractional scaling and setting the scale to 125%, I noticed that game displays get too big and…
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I'm trying to figure out the best way to bind a different uniform buffer for each draw where each uniform has the same layout, and the rest of the pass/pipeline remains consistent.
Another example …
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- [x] Fencing discrete parts of a buffer (~~#875~~ #1030)
- [x] Persistent mapping
- [x] Multidraw indirect (#244 #917 #1049)
- [x] Uniform buffers
- [x] SSBO (#362 #954)
- [x] Texture arrays (impleme…
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### Describe the bug
Failed run: https://github.com/intel/llvm/actions/runs/8886566095/job/24401423571?pr=13588
Successful run: https://github.com/intel/llvm/actions/runs/8886566095/job/24406513670
…