veldrid
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A low-level, portable graphics library for .NET.
Hey Mellino, I recently started fiddling around your code because I'm trying to make my own game engine on .NET Core (mostly for learning purposes) and decided to use Veldrid...
HI, I am looking into using Veldrid to draw some bezier surfaces, but I noticed that a "patch" primitive topology is not available. As far as I have understod, using...
0xFFFFFFFFFFFFFFFF in System.Diagnostics.Debugger.Mono_UnhandledException_internal C# 0x1 in System.Diagnostics.Debugger.Mono_UnhandledException C# 0x26 in Android.Runtime.DynamicMethodNameCounter.8 C# 0x7 in Veldrid.OpenGLBinding.OpenGLNative.glDebugMessageCallback at C:\projects\veldrid\src\Veldrid.OpenGLBindings\OpenGLNative.cs:624,16 C# 0x19 in Veldrid.OpenGL.OpenGLGraphicsDevice.EnableDebugCallback at C:\projects\veldrid\src\Veldrid\OpenGL\OpenGLGraphicsDevice.cs:1041,13 C# 0x8 in Veldrid.OpenGL.OpenGLGraphicsDevice.EnableDebugCallback at C:\projects\veldrid\src\Veldrid\OpenGL\OpenGLGraphicsDevice.cs:1033,75 C#...
Nowadays, PBR shader material is basically a de-facto standard. Given that almost anybody using Veldrid will have to use PBR, maybe it could be worth to implement a default PBR...
When running a vr demo with Vive headset the demo fails on creation of a colour target with invalid argument error code.
The source of Veldrid seems very monolithic at the moment, with many files in one folder. What I'm suggesting is that the files get divided up into a set of...
Suggested over in https://github.com/mellinoe/veldrid-samples/issues/14 `Shader` could be augmented to include something like: ```C# public VertexLayoutDescription[] OverrideVertexLayouts { get; set; } // May be null ``` When a ShaderSetDescription and/or Pipeline...
To reproduce: From VS for mac, try to run the "textured cube" sample (or any of the other samples, for that matter) on the android emulator, selected profile: `Android_Accelerated_Nougat (API...
I tested my application on four computers. Two of them do not support VulkanAPI so I chose the DX11 backend. The first one does not have a GPU, but if...