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The `RayTracingPass` has to implement a custom handling for binding Shader-SRGs that ignores calls to the `BindSrg()` function.
Mostly because the functions `RenderPass::SetSrgsForDispatchRays()` a…
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### Description
Set `logarithmicDepthBuffer` to true in THREE.WebGLRenderer,When rendering a scene with a transparent object that has an opaque object behind it,I got the expected result in my dev…
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## 环境
Unity 6000.0.25f1 LTS
URP 17.0.3
FairyGUI 5.1.0
## 复现方法
- 创建任意Scene
- 创建MainCamera
- 创建StageCamera
- StageCamera配置为Overlay模式
- MainCamera Stack添加StageCamera
- **BuildAndRun**
## 现…
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at System.Linq.ThrowHelper.ThrowNoMatchException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
at QuestPDF.Drawing.DocumentGenerator.g__GenerateLayoutExcep…
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Although `wgpu::RenderPass` and `wgpu::RenderBundleEncoder` both implement the trait `wpu::util::RenderEncoder`, they have different expectations for the lifetime of their common methods. For methods…
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Looking at the list of topics, it seems there is room for a short page on renderpasses.
Nothing extravagant, just a "heres what, why, when, and links to detailed descriptions" kind of thing.
I am w…
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We need a renderpass for graphics tools. The most important thing is easily manipulate the ID, or completely remove it and make it not overwrite the current ID.
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Performed on rendered fbs, should be simple and fast
http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
http://www.codinghorror.com/blog/2011/12/fast-approximate-anti…
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**Version/Branch of Dear ImGui:**
Version: Most recent version (cloned it from github)
Branch: docking
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_glfw.cpp + imgui_impl_vulkan.cp…