云风

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We ran into a similar issue. It seems that we should use RWStructuredBuffer instead of RWbuffer in d3d. And, In d3d11 , function `BufferD3D11::create` . https://github.com/bkaradzic/bgfx/blob/master/src/renderer_d3d11.cpp#L3763-L3774 ```cpp // ... desc.StructureByteStride...

sorry, I forgot ignore the white space at first. so I update the PR .

I found another bug. ``` [1:0] ``` This is a valid yaml document, but libyaml report **found unexpected ':'** 1:0 is a sexagesimal . See http://yaml.org/spec/1.1/ Example 2.19. Integers ```...

I remove the last commit just now , and would make a new pr for ':' in plain scalar.

I rewrote my own version lua binding, and found a raw pointer for data block would be better than a `Stream` object. btw, `ElementDocument::ProcessHeader` would try to open external script...

Thanks . actboy168 is my colleague , and we are on the same project :)

是不是先个简单的脚本提取中文出来,并可以嵌回去。然后只维护提取出来的纯中文文本比较好。

I think the reason is that the `num` hasn't encoded into shader file correctly for Vulkan. https://github.com/bkaradzic/bgfx/blob/master/tools/shaderc/shaderc_spirv.cpp#L655 It should be `un.num = uint16_t(program->getUniformArraySize(ii));` like other backend : metal : https://github.com/bkaradzic/bgfx/blob/master/tools/shaderc/shaderc_metal.cpp#L455...

https://github.com/bkaradzic/bgfx/commit/5f564db0d5338c7204efc060ba82b41d80f3682a This commit uses `MTLBinding` instead of `MTLArgument`. https://developer.apple.com/documentation/metal/MTLArgument?language=objc MTLArgument is available on iOS 8.0–16.0 https://developer.apple.com/documentation/metal/mtlbinding?changes=_5 MTLBinding is available on iOS 16+ https://developer.apple.com/documentation/metal/mtlbinding/3929840-isused?changes=_5 MTLBinding.isUsed is not well documented. Its behaviour...