WispRenderer
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RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science
**Describe the bug** When you delete a mesh while a ray tracing task can be found in the active framegraph. The application crashes **To Reproduce** 2. Run the project 3....
**Is your request related to a problem? Please describe.** The deferred_composition shader uses lerping to decide which value to use, but one of those values is being read from a...
**Is your request related to a problem? Please describe.** My 970M only has 2 GiB VRAM, so it can't (properly) run 1080p, only 720p in emibl, but it can in...
**Is your design request related to a problem? Please describe.** We have a clearer idea of how to omit self-intersection but the problem is still persistent **Describe the solution you'd...
Poor design as a user perspective inside D3D12RenderSystem::Render function. There's no guarantee that the framegraph or scenegraph are the ones that the user expects.
**Is your design request related to a problem? Please describe.** It causes confusion and errors when setting up new render tasks
The shader and pipeline registry descriptions are missing the `m_` prefix. ``` struct ShaderDescription { std::string path; std::string entry; ShaderType type; }; ```
**Is your design request related to a problem? Please describe.** A lot of code that does almost exactly the same thing could be prevented by using templates or by smarter...
Currently the compute pipeline start and end functions don't transition the render target even though that would be expected by the user.
**Describe the bug** When shooting an importance sampled ray in hybrid mipmapping gives incorrect results. **To Reproduce** Fetch feature_var_roughness_3 and look at the mirror ball (there is a blur layer...