Nabla
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Vulkan, OptiX and CUDA Interoperation Modular Rendering Library and Framework for PC/Linux/Android
## Description Currently in implementation of nbl functions we use variety of ways to validate inputs and calculations using asserts, ifs and debug breaks. Problems with the current state of...
### Font Rendering Probably MSDF, how to generate glyphs from windows built-in fonts? ### GPU k-Nearest-Neighbour Search Queries Might be OK building the data structure on the CPU. ### Voxelization...
### THE CHALLENGE The Engine currently has 3 different backend APIs(vulkan, OpenGL and GLES) but the debugger(Renderdoc) can't handle it when we try to run an instance each of more...
Since engine utilises glsl in many places, I suggest switch to glm instead of own math library. Advantage is that lots of optimisations already done and tested in that library,...
## Description Support mesh shaders ## Solution proposal Implement in GL and GLES using https://www.khronos.org/registry/OpenGL/extensions/NV/NV_mesh_shader.txt On VK implement using the KHR extension. ## Additional context Should be only begun when...
 We need to adjust CMake code to be able to build out of source tree, where `${CMAKE_BINARY_DIR}` isn't placed in `${CMAKE_SOURCE_DIR}` because it leads to erros.
- [ ] Not capture inputs while window is not active/has no focus and apply to examples that use input to move camera around
## Description ## Description of the related problem ## Solution proposal ## Additional context https://github.com/max0x7ba/atomic_queue https://arbook.icg.tugraz.at/schmalstieg/Schmalstieg_353.pdf
Includes port of sample 25
## Bugs and Hacky Workaround removal - [x] Sporadic UIAutomationCore crash (OpenCL timeout) - [x] Cache the sample sequence properly (record the params) and change its locality - [x] Solve...