vlj

Results 13 comments of vlj

I updated the PR. Now it's synced with master and uses premake build script. I also fixed several bug from previous version : shortcut algorithm doesn't have random black point...

Sorry for the delay, I updated the PR following some of your comments. I will break some functions into smaller part later but in the meantime you can have a...

Is the compute tangent code correct ? I switched from tangent computation from 2.2 code to the one used in 3.0/3.1 and it looks slightly different (darker). Although it shouldn't...

nvm this was a bug on my end

On a separate note, why is there a global g_PPLBuffers defined in TressFXRenderer.cpp ? As far as I see it's always mirrored by TressFXRenderer::m_pHeadPPLL_Buffer, m_pPPLL_Buffer . When a new PPLLBuffer...

There are several #define (SHORTCUT_WEIGHTED_AVERAGE, SHORTCUT_DETERMINISTIC) also used in shader, are they here for debug purpose or will they become runtime config toggle in an update ?

I'm porting TressFX to vulkan using my previous code, I'll need to catch up with the improvements made in 3.0 (skinning support) and 3.1. I'll use a custom app to...

I finished most of the port, however according to render doc the simulation part takes 8ms to execute instead of around 1ms with dx11 sample. On the other hand the...

With buffer barrier Sim perf went to 3ms instead of 8. It's still twice as much as dx11 but maybe it's because of some parameter mismatch.

I have an issue about shortcut code, it does atomic operation on a 16 bits float buffer but glsl doesn't accept non 32 bit atomic operation. I'm extending the size...