JMS55

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I noticed this on a stress test of [my renderer](https://github.com/bevyengine/bevy/pull/10164) (VK backend). When rendering directional light shadow maps with a fragment shader to output unclamped depth, Nvidia NSight says I...

There's a whole bunch of considerations around asset uploading. The ideal, modern ways is as follows from what I understand: 1. Use a dedicated CPU thread [pool] to handle asset...

I don't see how they could. The meshlet system is already setup to do occlusion culling, basically. I already upload the bounding sphere information per meshlet, and have a culling...

Unfortunately meshopt-rs does not support the meshlet APIs (it's ported from an older version of meshoptimizer), which is why I'm using a different crate.

Plan for materials (assuming opaque meshes only, will extend to other passes later): 1. In extract_meshlet_meshes, create a Vec of all meshlet mesh entities 2. In a new Queue system,...

This PR is usable atm, and has large chunks of code ready. The plan is once 0.12 is released, I'll start opening smaller PRs with parts of these changes. The...

Plan to support (occlusion culling, visibility buffer, shadows, forward + prepass, deferred): * Each view will get a visibility buffer (not to be confused with the vbuffer texture) * Stores...

Additional complication: Vertex data can't be provided to the fragment shader via the vertex output. Fragment shader will need to read the vbuffer pixel, and load all the meshlet and...

Useful reference for visbuffer barycentrics, partial derivatives, and the other complicated stuff: https://github.com/JuanDiegoMontoya/Frogfood/blob/main/data/shaders/visbuffer/VisbufferResolve.frag.glsl

Next step is to emit "material id" to a depth texture. Visbuffer fragment shader will output material ID to a R16Uint color attachment, and then an extra fullscreen triangle render...