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Looking at it with a fresh eye I realised why it is done the way it is, so you can mark this closed. (don't code or analize code when you are tired :) )
I've heared that the if(...) is very costly in…
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I'm not sure if this bug belongs to wgpu-py or in some other project. There appears to be a field that gets lost in going from Rust to Python, and I'm not sure where this gets fixed.
Quick summary…
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This mod causes a hard crash by patching shaders to pass too many parameters from the vertex shader to the fragment shader.
```
[20:14:17] [Render thread/WARN]: Error encountered when linking prog…
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There exist a number of devices whose OpenGLES drivers do not support SSBOs or image uniforms in vertex and fragment stages.
The current Compatibility mode proposal states that the maxStorageBuffe…
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### Describe the bug
`plots` crashes upon startup with the error (it's massive, here is the relevant bit):
```sh
> plots
OpenGL ES version: 3.2
Traceback (most recent call last):
File "/nix/st…
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## What problem does this solve or what need does it fill?
When writing a fragment shader for a material that needs the position of the point relative to the mesh origin.
For example, I'm writing …
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This issue is a place to list/discuss ideas for rendering for the backend wayland client.
I would like to propose an idea of "fragment rendering". This idea is composed of two interchangeable funct…
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Take the following scenario:
- Create a library with vertex input
- Create a library with vertex shader only
- Create a library with fragment output with BLEND_CONSTANTS dynamic state
- Link all…
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Both D3D12 and Vulkan evaluates the pixel shader once per sample if the sample index/ID semantic is present in a shader. This is most likely why manually choosing MSAA sample positions is needed in or…
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No GI effect when running at Android (OpenGLES 3.0/3.1), maybe I last any preprocess ?