magnum
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Lightweight and modular C++11 graphics middleware for games and data visualization
The goal is figuring out a way how to use [`KHR_parallel_shader_compile`](https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_parallel_shader_compile.txt) without having to give up on the current way shaders are compiled, linked and initialized in a single constructor...
Published from my internal TODO list in case someone would want to play with these. ### Image and texture formats - [ ] `Sdl2ImageImporter` using [SDL2_image](https://www.libsdl.org/projects/SDL_image/). It handles TGA, BMP,...
Currently mainLoopIteration methods (for the different platform applications) does multiple actions that could be split in 3 other methods: - handleEvents: any events including the window close check - update:...
Opening early mainly to avoid forgetting the tiny but important things to do (in addition to all issues/PRs that are in this milestone). Goddamit this is growing *fast*. - [x]...
It's using the `NvOptimusEnablement` and `AmdPowerXpressRequestHighPerformance` executable-local symbols on Windows and the `DRI_PRIME` environment variable on Linux to control whether to use the integrated or the dedicated GPU. The `DRI_PRIME`...
The text rendering library didn't age well and while trying to use it for the upcoming UI library (mosra/magnum-extras#2, not there yet) I got _really_ angry at the shameful state...
The `FindGLES3.cmake` links the GL library and for CMake >= 3.13 also adds `-s USE_WEBGL2=1`. Doing both leads to duplicate defined GL symbols, removing the INTERFACE_LINK_LIBRARIES property fixes the issue....
- Probably something similar to what [freetype-gl](http://code.google.com/p/freetype-gl/) uses? - https://github.com/juj/RectangleBinPack - something from nvidia-texture-tools? Barebone joke implementation is now in https://github.com/mosra/magnum/blob/master/src/TextureTools/Atlas.cpp. Also -- would it be possible to preestimate atlas...
Discussed on Gitter a while ago, putting it here to avoid forgetting the details. The main idea is that vertex (fragment, geometry...) shaders would contain various extension placeholders using macros....