Jed Jribi
Jed Jribi
I actually have managed to implement multi-resolution surface nets in my custom engine, however the "skirts" methods does produce some very odd results (due to the clamping of the vertices...
Currently the scratch allocator "merges" all blocks when it gets reset and create a mega-block with a size equal to the sum of all current blocks like this https://github.com/NotAPenguin0/phobos-rs/blob/2a1e539611bb3ede5c2d7978300353630c7c553b/src/allocator/scratch_allocator.rs#L223 Would...
What's weird is that on my current windows machine it seems to build fine. The error in the check is that it couldn't find "ninja" to compile shaderc.
Oh actually we could fix the latter by forcing the user to select a ``PhysicalDevice`` by using a ``F: Fn(&[&PhysicalDevice]) -> usize``, which would force the user to pick a...
I assume users are supposed to update resource data (images, buffers) by using descriptor set indexing and using push constants instead then? Or maybe even BDA?
Still happening on 202.3.16f1. Had to disable the renderer feature to stop unity from crashing.