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The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

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It's convenient for multimedia developers to view the content of texture using Xcode Quick Look Debugging without capturing the whole gpu frame which can spend a few seconds for replaying...

Maybe we can expose `start_frame_capture()` and `end_frame_capture()` as public API. For Metal `MTLCaptureManager`. RenderDoc for Vulkan.

Currently `WidgetCallback` has no way to send custom `userdata` into the callback. If there's a way to gives a `userdata` it would be more flexible to use the GUI system....

Hello, I ran into a few issues where Forge clashes with my own types when integrated with my own engine, for instance math types, renderer, etc... For now my solution...

Is there plan to add RenderGraph/FrameGraph support? It is a modern data-driven rendering architecture?

Hi, just curious on plans to support new DX12 Ultimate features? it seems stable support is coming next week.. also would be nice if it can support equivalent functionality in...

Hi, seems just Nvidia added Vulkan HDR support (Windows only) to his latest dev driver via 2 exts *VK_EXT_swapchain_colorspace *VK_EXT_hdr_metadata no pressure, just asking about what's the status & plans...

enhancement

missing `FORGE_RENDERER_API `on `gSelectedRendererApi` variable so that it can be exported in a .dll

If fullscreen is needed at start and if creating constructor for this for example: ``` Transformations() { mSettings.mFullScreen = true; mSettings.mMonitorIndex = 0; } ``` then the application will fail...