WispRenderer
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RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science
Currently all barriers are hard coded. This isn't very efficient and is prone to bugs. Proper design needs to be decided on still.
Some of the integer types we use are not correct. For example the `material_id`'s in the acceleration structure and the offsets returned by the descriptor heap manager. Those should be...
**Describe the bug** When switching to full screen after start up using alt+enter the resolution is very inconsistently updated and requires switching back and for the project to run in...
Shader reloading would be a great help. Would also require the reloading of pipelines.
The current implementation of instancing could be optimized. Currently it always updates the mesh batches and sends it to the GPU, the reason is that setting a pointer on init...
**Is your design request related to a problem? Please describe.** The current implementation of parenting only uses euler angles that get converted to quaternions and then to matrices. This is...
**Is your request related to a problem? Please describe.** After debugging/profiling it seems that ~50-60% of the memory is taken up by texture allocations. **Describe the solution you'd like** To...
**Is your design request related to a problem? Please describe.** The intermediate data of model loader copies data twice and the copying doesn't use memcpy but uses operator=. It also...
GetTexture and GetMaterial in the pools don't do any checking whether the resource exists.
The current demo project shows off the features of the project well, but it's probably better to have some kind of written guide to get developers up to speed.