Akio Gaule
Akio Gaule
> Adding more context, on DX12 and Metal, depth formats are assumed to be sample-able but VK actually relaxes this restriction so that an IHV could technically support a D24S8...
I can take a look
> I debugged this and the buffer size it's complaining about is controlled by the CVAR `r_skinnedMeshInstanceMemoryPoolSize` in `SkinnedMeshOutputStreamManager.cpp`. I tested to change the default value from 256MB to 128MB...
I agree that solution 1 may be the best one, but unfortunately if the layer that is providing the extension was not loaded during instance creation, then that extension will...
Missing an AssertSuccess replacement in "o3de/Gems/Atom/RHI/Vulkan/Code/Source/Platform/Android/RHI/WSISurface_Android.cpp"
> > > If this approach is acceptable I will begin adding support for the other light types > > > > > > I dont see the shader changes...
> > Currently there's no enough information to properly create the subpass dependencies with the RHI::RenderAttachmentLayout structure. You added some assumptions when creating them that may be incorrect. The framegraph...
The problem (at least on MultiplayerSample) was that some materials have the material type pointing to the intermediate asset folder and the Material Builder was trying to read the material...
> To me this looks like the spotlight itself is not working. For example in the second picture the floor of the van is not getting lit by the spotlight....