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See https://github.com/bevyengine/bevy/issues/3763#issuecomment-1025022526. I'm not sure if this is actually an issue.
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Apprently some DrawFoo callins run 2 or more times in a draw frame and you can't tell which iteration it currently is. See https://github.com/beyond-all-reason/Beyond-All-Reason/pull/3172
There sho…
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#### Your system information
* Steam client version (build number or date): Steam client version (build number or date): Steam Version: 1686779606
Steam Client Build Date: Wed, Jun 14 14:18 UTC -0…
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## Motivation
Right now yakui really wants to manage its own meshes, textures, and paint calls. It would be useful to be able to hook an external renderer into yakui for custom widgets.
## Use …
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# Solution
Each light = one screen quad draw call, with additive blending enabled.
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Firstly want to say I love this tool, it makes altering changes in design very easy.
However, I'm running into a problem. I am using about 5 difference fence objects, totaling about 500 individual fe…
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Since a lot of what's being rendered will be the same model but with different transformations, it would improve performance to use instanced draw calls.
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Right now `draw_line` does not work in `record` blocks, and there are subtle differences between machines/GPUs when it comes to coordinates. `GL_LINE` needs to leave the library.
`draw_line` seems to…
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Follow up with Glenn for more info
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Making progress with the OpenGL renderer. However, it is not any faster because of the way the level renderer renders the scene. It just makes far too many draw calls. More than 20.000 per frame(!).
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