Closed geoeo closed 6 years ago
@geoeo Hey, I'm really sorry that I ignored this. Somehow I accidentally disabled notifications for this repository and never saw your submission. I will take a look at this as soon as possible.
No worries :)
Thanks for the feedback. Ill implement them in the coming week.
Theres an issue in SampleApplication.cs
GraphicsDeviceOptions options = new GraphicsDeviceOptions(false, PixelFormat.R16_UNorm, true);
The depth is a problem for my example. I can set/not set it with a flag, but then I would have to edit all the other examples as well. I dont mind doing that, but its your call.
@geoeo Why is the depth a problem? You should need a depth buffer for this, and that is what creates it. We can make it configurable, though, if it's really necessary.
When I initialise the depth option to something that is not null the get a black screen. Probably because it expects a depth buffer which I haven't created
@geoeo Are you clearing the depth buffer? If not, it's probably sitting at 0 and thus all your depth tests are failing.
haha. This never happened.
Do you want me to remove the struct form the uniform? Its better less syntax noise.
All requests should be impemented
Hey @geoeo , I squashed this down and merged it along with a couple of my own (for cleanup and for implementing D3D11/Vulkan).
See:
https://github.com/mellinoe/veldrid-samples/commit/88798d57ff7186b94c2fbc85b8a0b81f7cdb55a4 https://github.com/mellinoe/veldrid-samples/commit/ac401c4301e7b51956f858564417d9e84e71fc26 https://github.com/mellinoe/veldrid-samples/commit/a764fa767445ddc83226be479027cf3b64a705f9
I implemented a simple uniform buffer + geometry instancing example following the getting started tutorial. As of now only opengl shaders, I plan to add Metal ones soon.
As I am on a mac, DirectX and Vulkan will not be possible. Sorry
Best, Marc