Guillaume Boissé

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Some particle effects using ImGui-based nodes ✨ ![imgui_shot1](https://user-images.githubusercontent.com/8929559/165547987-0ec5592d-98ee-4d8e-a97e-8a9b2fb429ab.jpg)

Hey Sylvain, Mmh not sure exactly what you mean with that frame graph thing? something along the lines of this presentation? https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in

Hey Sylvain, Yeah, that's a good point, maybe some way to globally register some logging callback? Then, the application is free to print out the logs through some `ImGui` window...

What about setting up for a middle ground of `64`? Just to avoid making the structs too large 🙂

Closing due to inactivity.

That could be pretty useful indeed.

So the reason there isn't a clear color parameter is because you actually have to supply the clear color upon creating the texture object in D3D12 and then always clear...

Hey, you can see an example of writing to some buffer with `kGfxCpuAccess_Write` over here: https://github.com/gboisse/gfx/blob/68b78ae6def0267a85f794bfb468e388789d8e5f/examples/common/gpu_scene.cpp#L226-L246 However, this writes some transforms inside the mapped buffer but then schedules a copy...

There is no automatic update. When you create a buffer with `kGfxCpuAccess_Write`, the buffer is actually allocated in main memory (CPU RAM if you will). Then the GPU is able...

Here's an excellent blog post on the topic in case you'd want to dive deeper: https://therealmjp.github.io/posts/gpu-memory-pool/