scenery
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Flexible VR Visualisation for Volumetric and Geometric Data on the Java VM, powered by Kotlin and Vulkan.
Added the functionality to render spherical particle glyphs with help of geometry shader fabricated billboards and fragment shader based ray-casting. Files added: - ParticleGlyphs.kt (src/main/kotlin/primitives/) - ParticleGlyphs.vert - PartcileGlyphs.geom -...
This PR fixes the volume ray caster to only sample from volumes within their own bounding box.
Reproduce: - checkout https://github.com/scenerygraphics/scenery/tree/vr-ui-tools - start VRControllerExample - (select a box with left side button) - press and hold both side buttons to start scaling - release one, keep the...
This is excellent work, @elect86! I hope you don't mind me opening the PR here so we can discuss. There's still a few issues that need to be ironed out....
Adds capability to insert a user-defined lambda at the end of a render loop, which can be used to create consistent animations that are synchronized with the rendering. `PostRenderLambdaExample` shows...
## Description When using the Oculus Quest 2 VR headset via Airlink (wireless connection), SteamVR might sometimes not recognise the headset as being present. This is a known issue with...
This PR implements support for SSBOs (see #464). It also fixes an issue where descriptor set layouts (DSLs) were cached incorrectly.
## Description When running scenery examples from IntelliJ, the error `CreateProcess error=206, The filename or extension is too long` might occur. This is a known issue in IntelliJ. ## Workaround...
SSBOs would be useful for a variety of tasks. Implementation in Vulkan should not be too difficult, as most ingredients are already there. Still needed: * a way to attach...
For concurrency, scenery uses `GlobalScope` is a few places, which is discouraged now. A better solution for this needs to be found. Maybe @elect86 or @altavir have suggestions 😎