Robert Osfield
Robert Osfield
Avoid creating staging buffers in TransferTask that exceed the Vulkan physical device property limit
I understand in principle the limit issue but the changes to TransferTask are really extensive so it's not something I can easily review, and as it's critical part of the...
Avoid creating staging buffers in TransferTask that exceed the Vulkan physical device property limit
I'd rather not start adding callbacks interfaces at a fine-grained level for setting up scene graph and view elements as this task can become a rather too open ended task...
Avoid creating staging buffers in TransferTask that exceed the Vulkan physical device property limit
Excellent, thanks for the suggestion. Fails for my under Linux as well. I have a 6GB Geforce 2060. ~~~ sh $ vsgtriangles -c 10 -n 200 200 1500 number of...
Avoid creating staging buffers in TransferTask that exceed the Vulkan physical device property limit
I've done a couple of quick code reviews behind this PR but have yet to understand it. There's a lot of changes, it's not easy to read what is being...
Thanks for the changes. I have done a first pass review. It's good see how localized the changes are. However, I think it's a bit too clever for it's own...
I implemened the #pragma(tic) shader composition with a std::map with the OSG, but chose std::set for simplicity and quickness of implementation with the expectation of generalizing to support the map...
Requiring client code to be changed is breaking compatibility. If we can I'd much prefer being able to allow end user code that assumes a std::set to still compile. Changing...
I see what you mean now. The ShaderCompiler::combineSourceAndDefines() would need to strip off the actual define keyword before the = and the value after the = and then match the...
Thank's for creating the example. What it looks like to me is you've created the subgraph prior to main compile traversal with the subgraph still detatched, and prior to assigning...
vsgcoordinateframe doesn't do anything novel w.r.t graphics pipeline, it just uses vsg::Builder and vsg::TileDatabase. Have you updated VSG, vsgXchange and vsgExamples? What happens when you run vsgtiledatabase?