WispRenderer
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RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science
**The feature** WispRenderer supports emissive textures and emission weight. However, as for every other material texture attribute, there's also a constant variant. The feature request would be to have support...
The reflection and shadow ray-tracing tasks now use the position buffer instead of the depth buffer, removing the need to change Epsilon depending on scene size.
Fixed headless rendering; you now create a window without setting the Windows API instance. This won't create a OS-backed window but rather a virtual one.
**Is your request related to a problem? Please describe.** There's several memory leaks that result in problems when the maya plugin unloads wips. This thread will be used to note...
Added transparency to all pipelines except full raytracing
d3d12_material_pool.hpp: ``` m_constant_buffer_pool = m_render_system.CreateConstantBufferPool(1_mb); ``` d3d12_renderer.hpp ``` std::shared_ptr D3D12RenderSystem::CreateMaterialPool(std::size_t size_in_bytes) { return std::make_shared(*this); } ```
Changed the material pool to accept a max number of materials, instead of just allocating 1mb of space.
**Describe the bug** Wisp crashes when running Wisp on a machine that doesn't support DXR (so only supports the Fallback Layer) and switching framegraph to any framegraph that is using...
**Describe the bug** First frame doesn't output anything, second frame outputs a black render target. **To Reproduce** Create a headless window and output the render target to disk; set break...
**Is your request related to a problem? Please describe.** Most d3d12 functions don't do error checking. **Describe the solution you'd like** For example mapping a buffer should use a function...