Pavel Rojtberg

Results 390 comments of Pavel Rojtberg

also they are **required** for Metal (citing Matias): > D3D11 & GL drivers implement this for you internally, and usually they offload the cache to a secondary thread to hide...

maybe resurrect this for D3D11: https://bitbucket.org/sinbad/ogre/pull-requests/701/direct3d11-caching-of-render-state-objects/diff

I dont recall why I did not port things right-away (maybe I wanted to get 1.12 out of the door). One thing to consider is that OverlayManager, separates its elements...

took a closer look - deriving OverlayElement from Resource requires additional constructor info (notably resource handle) so all custom ElementFactories will break - the custom inheritance renames inherited children to...

changing this will break all existing shaders

[author="xavyiy", created="Fri, 22 Feb 2013 17:03:56 +0100"] New version of main.cpp, now the line containing mRoot->destroyRenderTarget(mWindow); is the #94

[author="wolfmanfx", created="Sun, 24 Feb 2013 19:48:02 +0100"] I took a look but this one is not a bug by definition as you already saw in the thread its the excepted...

[author="xavyiy", created="Sun, 24 Feb 2013 21:02:02 +0100"] The problem is not having to destroy the dummy render window (expected behaviour, explained by Nir), the problem is that a lot of...

[author="wolfmanfx", created="Sun, 24 Feb 2013 21:33:32 +0100"] If you have sometime you could bisect - so you could locate the rev which broke the behavior if its broken because i...