Chuck Walbourn

Results 333 comments of Chuck Walbourn

The biggest challenge with glTF is that they keep adding more and more features to it so it's too many options again. Still, should look at supporting at least 'core'...

Work in progress in the [gltf](https://github.com/microsoft/DirectXMesh/tree/gltf) branch.

The ``callbackFrequency`` implementation is a little odd in this codebase. It's implemented as a 0-1 scalar instead of as a time-based value: ``` // Call callback function per m_dwCallbackDelta steps...

There's really no modern GPU that strips is a better choice. You'd have to benchmark to find a case where it was better.

https://github.com/TheLegendOfMataNui/SAGESharp/blob/master/SAGESharp/XFile.cs

Thanks to [Microsoft.DXSDK.D3DX](https://www.nuget.org/packages/Microsoft.DXSDK.D3DX), I'm taking a look at this in [this branch](https://github.com/microsoft/DirectXMesh/tree/xfile). This NuGet package resolves dependencies on the legacy DirectX SDK and the legacy DirectX End User Runtime with...

Looking at the shader in more detail, it should end up contributing zero if the light is set to 0,0,0. If you don't call ``EnableDefaultLighting``, it ends up looking a...

Proposed design of the high-level interface: class ICompute { public: virtual ~ICompute() = default; virtual void __cdecl Dispatch( _In_ ID3D12GraphicsCommandList* commandList, uint32_t ThreadGroupCountX, uint32_t ThreadGroupCountY, uint32_t ThreadGroupCountZ) = 0; };...

The robust solution is to use something like the [SimplyGon](https://www.simplygon.com/) product to simplify the model within the context of an art tool.

The need to support Direct3D Feature Level 9.1 is very low. Even UWP apps and Windows phone 8 can assume Feature Level 9.3 or better.