Mateusz Kielan
Mateusz Kielan
Using Nabla for a 2D game would be 100% overkill. But why not, you can use the `criss_baw` or `examplesPort` branch
version 0.4 Release of Nabla is scheduled for Feb 28th 2022, will include working Vulkan backend running most samples, and Vulkan Raytracing ray-query P.S. And and Android x86 build.
Schussler postponed.
We can test after a virtual texturing sample runs on VK with AMD
# Assert is meant to be used in "absolutely should not happen" scenarios > Sometimes we want to get the ASSERT but be able to continue and not terminate the...
WE could alternatively move `ILogger` from `system` to `core` and define everything in terms of that.
Ok, lets raise the bar # !!! GLSL ASSERTS !!! ```glsl #if _NBL_GLSL_ASSERT_ENABLE_ #extension GL_EXT_debug_printf : enable #define NBL_GLSL_LOG_ERROR_IF(COND) if (cond) \ { \ debugPrintfEXT("Nabla ERROR in File:%s Line:%d",__FILE__,__LINE__); \...
also see if there exists a way to parallelize loading (will probably need to implement memory mapped files for this)
still waiting for the KHR extension for Vulkan
CUDA+Vulkan only now.