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scene-oriented, flexible 3D engine (C++, Python, C#, Java)

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see http://www.ogre3d.org/forums/viewtopic.php?f=4&t=40205

useful for mesh shaders - relax 1:1 of SSBOs to SharedParameters - decouple buffer creation type from binding type

i.e. getLights(). For improved performance

references: - RTShaderSRSSegmentedLights Sample - https://forums.ogre3d.org/viewtopic.php?t=48412 - https://www.aortiz.me/2018/12/21/CG.html - https://github.com/OGRECave/ogre-next/blob/08e9d74994681a6f04ea6f3cb2a44aeae23670f2/OgreMain/src/OgreForward3D.cpp#L126 - https://github.com/google/filament/blob/7d80975c3cec617c274640fe2813f726770696bb/filament/src/Froxelizer.cpp#L325

and handle it in RTSS. It is specified in D3D9 fixed function: https://learn.microsoft.com/en-gb/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics however adding FFP paths is not worth the hassle, if we support it via RTSS.

Something like this: [Blender - Texture Channel Packing](https://www.youtube.com/watch?v=-HNrattIDe4)

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