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BigWheels is a cross-platform, API agnostic framework to build graphics applications.

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From an internal Android linter: `The app manifest must specify an empty taskAffinity on the .` on AndroidMainfest.xml:5. See the warning in the internal CL # 524944258

GLTF file format has this concept of buffer views. https://kcoley.github.io/glTF/specification/2.0/figures/gltfOverview-2.0.0a.png (assuming vulkan concepts) The idea is that you get a single memory allocation for all the mesh data (indices, vertices,...

enhancement

There is a problem on how we generate CMake rules for shader targets, specifically on Windows. We use `MAIN_DEPENDENCY` to specify the input shader file (`.hlsl`) when we create custom...

bug

The initial PR relied on a define to either create a simple main, or create multiple functions for Android. We should be able to solve that at link-time, in a...

enhancement

Context: https://github.com/google/bigwheels/pull/46 https://github.com/google/bigwheels/pull/46#discussion_r1143148342 https://github.com/google/bigwheels/pull/46#discussion_r1146084036 Some changes to the fishtornado samples have been made to avoid a bug on Pixel 6. We should revisit this to really understand the issue, and...

bug

Initial Android support (https://github.com/google/bigwheels/pull/46) doesn't have this. We should enable it back on this platform.

When working on the 28_gltf sample, I loaded Sponza, which allocated 630+ descriptors of each type (limit was set to 512). Turns out some drivers are fine with that, other...

enhancement

When running those benchmarks, the first frame could be impacted by external factors, like resource loading, lazy linking, etc.. It could be useful to add a `--warmup-frame-count` option, not taking...

enhancement

In order to load `.glb` format files, we will need to be able to create textures from a buffer, rather than a file.

enhancement

From https://github.com/google/bigwheels/pull/20#discussion_r1041302625 Dispatching a compute shader with large dimensions and using numthreads(1,1,1) is very bad for performance, due to reduced occupancy. Most common graphics cards use a warp size of...

enhancement
fluid simulation