Guus Waals
Guus Waals
These are currently all in the global namespace and should probably have an `Image` prefix ``` GetImagePixel Convolve StripAlpha PremultiplyAlpha DemultiplyAlpha FillAlpha ResizeImage ```
Currently WGPUTextureUsage_CopySrc is always set for render targets. It should not be set but added whenever usage of CopySrc is required and then recreate the texture.
For errors thrown during compose/activate/etc., they should be annotated with which blocks threw the error. Without having to specify the block name from the block itself For example a block...
Behavior is not correct for all parameters and needs examples
Currently per-view textures are bound per-object so memory/performance can be slightly optimized by changing how they are bound, although requires some structural changes in pipeline builder / renderer
Leaving this out as requires a bigger refactor that is a waste of time for me sadly @guusw _Originally posted by @sinkingsugar in https://github.com/fragcolor-xyz/shards/pull/510#discussion_r1071962082_
Currently GLTF.Load returns a single opaque object representing the entire model. Individual materials and transform nodes should be accessible/modifiable by name.
I think we can remove Image to texture conversion in https://github.com/fragcolor-xyz/shards/issues/484 since it causes some performance issues when used incorrectly.
Clean up [tdbe/vk-handles-open-xr-prototype](https://github.com/fragcolor-xyz/shards/tree/tdbe/vk-handles-open-xr-prototype) or create an other PR that merges the current changes with at least the rendering/view API changes (multiple outputs, eye info). If there's no switching method, VR...
https://docs.fragcolor.xyz/contribute/code/building-shards/ This document contains some incomplete/outdated info, it should be cleaned up. Clearly describe the process for building: - [ ] Windows (mingw) - [ ] Windows (clang) - [...