Nabla
Nabla copied to clipboard
Vulkan, OptiX and CUDA Interoperation Modular Rendering Library and Framework for PC/Linux/Android
## Describe the bug Right now per-pixel derivative tangent frame calculation is invariant to UV or position scaling. Bump ~~scale~~ height should be given relative to modelspace coordinates, i.e. a...
## Description We want to reduce the unholy and ungodly Preprocessor Macro usage, ## Description of the related problem GLSL is ugly and verbose, we want to use HLSL2021 whenever...
We may encounter the lack of proper windows symbolic permissions issue, some submodules may requesting them like `zstd` on clang for instance. The following note should be included in readme...
I found with @sadiuk we should make sure our build system and the 3rdparties switches to correct ASM through _if statements_ and not let find it automatically, because it may...
Provide common utility that both glTF and MTL loader can use for caching on-demand image views https://github.com/Devsh-Graphics-Programming/Nabla/commit/8280d5d2d8918cad21f37f424831f5996b3be86c#r60379137 https://github.com/Devsh-Graphics-Programming/Nabla/pull/269#discussion_r753661092
it may lead to unstable behaviours on certain CMake versions, just see https://github.com/Devsh-Graphics-Programming/Nabla/blob/criss_baw/cmake/common.cmake#L309 We should not have changed variables that are only being used for reading target property, e.g. `TARGET_NAME`...
## Description System must take as input: - List of active light indices as SSBO - PRoperty Pool of Lights - ~~ZBuffer or Hi-Z buffer (needs to be of the...
## Description As it stands right now, the user must preallocate and provide the Bone Translation Table offset via either per-object or per-view-per-object data to the skinning compute or vertex...
## Description Right now the only way to cull a skinned/animated mesh, is to either: - precompute an AABB for every keyframe, union the AABBs of two keyframes when interpolating...
## Description Incorporate @Przemog1's Depth Pyramid Generator and HiZ culling into the culling of the LoD System. ## Description of the related problem Requires two passes of rendering, once to...