Darío
Darío
> Not sure if you missed my comment, but I'm still seeing the mostly reliable livelock behavior as I mentioned before, with all the same kinds of stack traces. The...
> It'd be great if there were some sort of Resource or ProjectSetting that could be used to fine-tune pre-compilation. For example, if you know that you'll need VoxelGI or...
I haven't reviewed in detail, but make sure to add the draw list usage for the indirect buffer just like how dispatch indirect does, otherwise the graph won't be able...
> Its been over a month, any update on the reviewing status? Or if anything else needs to be done before? I did not see anything particularly wrong with the...
> I don't understand why so much hesitation about adding what effectively is the equivalent of compute dispatch indirect, and a core functionality of Vulkan and DirectX, frankly I was...
I've tested the project and it seems to work, but as it is I don't actually see the visible output for some reason. Checking on RenderDoc, I was able to...
I suspect this PR has added a regression when it concerns the handling of the extent of the swap chain. https://github.com/godotengine/godot/blob/1bffd6c73b44b85e5889f54e14b2193940cf5bb1/drivers/vulkan/rendering_device_driver_vulkan.cpp#L2888-L2912 VkSwapchainCreateInfoKHR now exclusively uses native_display_size, which is assigned from...
Was the filtering improved recently? Perhaps it was a conflict from when I rebased it. CC @clayjohn Commenting to participate and look into it later.
I'm unable to reproduce this as well. The only way I can get the shadow to show up like in OP's picture is to turn the Light's blur parameter to...
> I've finally found out the cause: it only breaks when the shadow filter quality is set to High or Ultra. Do you happen to know off the top of...