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License: MIT License
Repository for real time rendering engine and tools for C++
License: MIT License
Slang doesn't have a CMake to build it. Maybe download the binaries at build time and cache them like Vulkan SDK
Use the recently released MSFT library
Nuklear UI seems like a good option, might want to make a wrapper for it
Currently, The graphics runs on Debug mode. For example, D3D12 is compiled with the Debug layer on. This is pretty bad for applications using the render system directly -- as they are under the assumption that the RenderSystem is working correctly.
Slots change, currently the work around is to make sure the "common" uniforms are declared 1st.
There is an issue with Triangle Ordering of auto generated meshes and Culling for VkDrawablePool. Currently what we have is a work around.
Migrate the procedural planet project from WebGL to Azura
Sometimes instance buffer data needs to be remade and we need to re-write the data. This can be done by making sure we provide the max buffer data and we allocate inside that region only. Also, we could make it grow-able later on.
There is a static check that deals with allocation apis. Need to figure that out.
This will allow us to make Deferred renderers with a modified pipeline.
Add support for GLFW and other APIs (like for Android etc.)
Fix the way allocators work in VkRenderer
Add forward+ and clustered deferred renderer for D3D12 and Vulkan
Lock in the APIs for Drawables and DrawablePools
Especially for data-oriented data structures.
Make some sample code maybe to test out the Vulkan Render System, using the generic handles: Renderer, Shader, Window etc.
Might want to build the Vulkan Render System as DLLs and load them when the app starts.
Sentry doesn't have an official C++ library (lol). This seems pretty nice!
Vectors and a few other containers don't initialize or have no APIs to initialize with arguments.
Add compute render pass to the generic API
Travis bois
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