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Basic framework for D3D11 init, model/texture loading, shader compilation and camera movement.

Results 5 reed-framework issues
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The material compiler currently doesn't warn about duplicate names in an .mtl file, but then the dupes get dropped on the floor when they're loaded and stored in a hash...

enhancement

There are a bunch of issues with paths in asset packs. - The path provided to the compiler has to be pre-normalized (i.e. lowercase with forward slashes). - The internal...

enhancement

ZIP decompression is quite slow. In part this is due to a CRC32 check of the decompressed data, but even when that's disabled, decompression in miniz is slower than HDD...

enhancement

Today, `D3D11Window::Init()` just does everything. Should at least split it into two init methods: one for the D3D device, shaders, state blocks etc. and another for the window and swap...

enhancement

For example, if an asset pack has no meshes, then the system doesn't think it needs to be updated when I bump the mesh version. However, it still fails to...

bug