-
## Summary
I added a `mat2` uniform to my vertex shader. I assigned it an identity matrix so I was surprised when my mesh stopped displaying. I replaced the uniform by the literal identity `mat2(vec2…
-
## Context
This is a continuation of a discussion that was had on the WebGPU matrix. There has been some discussion of this problem in #2229 but was not the primary topic.
As of the writing of t…
-
this is pretty much the same request as the one on mpv that did go no where.
so here i try again with hopefully better arguments:
chroma scaling in libplacebo is not up to par to other renderers.
…
-
#### System Information
- Ogre Version: :grey_question: ogre-next revision c5f7fbbb91e757638bef18148132605fd186e6b7
- Operating System / Platform: :grey_question: Archlinux & Windows 10
- RenderSys…
maz-1 updated
2 years ago
-
**Is your feature request related to a problem? Please describe.**
A way to encode the video to be later viewed on something like Plex.
**Describe the solution you'd like**
A way to encode the vi…
arces updated
2 years ago
-
#### What version of MonoGame does the bug occur on:
- MonoGame 3.7
#### What operating system are you using:
- Windows
#### What MonoGame platform are you using:
- WindowsDX
I don't know …
-
```
I like the looks of this library, and it nicely solves some of the problems
inherent in using GL's shader API. Unfortunately, it can't solve some of the
problems we have in our current project,…
-
Based on the vertex structure used,
```
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
```
I assume that `col` represents a color in sRGB color space (i.e. not…
-
In my horror game, TAA and FSR allow you to see enemy movements through walls, which is undesirable. Is there any way to fix this?
Example:
https://github.com/user-attachments/assets/e13092c1-5a2c…
-
There was an issue that fixed this for vulkan 1.3 here: https://github.com/microsoft/DirectXShaderCompiler/issues/5937.
Should the same fix be applied to universal 1.5?
## Example code:
```hlsl…