Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.
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Added startup settings: D3D12DebugLayer.AllowBehaviorChangingDebugAids, D3D12DebugLayer.ConservativeResourceStateTracking, D3D12DebugLayer.DisableVirtualizedBundlesValidation, D3D12DebugLayer.SlowdownPerformanceFactor, D3D12DebugLayer.GPUBasedValidation.MaxMessagesPerCommandList, D3D12DebugLayer.GPUBasedValidation.DefaultShaderPatchMode, D3D12DebugLayer.GPUBasedValidation.PipelineStateCreateFlags
2506f8aView on GitHubAdded startup settings: D3D12DebugLayer.Enabled, D3D12DebugLayer.SynchronizedCommandQueueValidation.Enabled, D3D12DebugLayer.ReportLiveDeviceObjects, D3D12DebugLayer.GPUBasedValidation.Enabled, D3D12DebugLayer.GPUBasedValidation.StateTracking.Enabled
043341eView on GitHubFixed usage for std::format to fix compilation on updated Visual Studio 2022
2ef687cView on GitHubAdded material flags: HAS_MATERIAL_COLOR, HAS_ALBEDO_TEXTURE, HAS_NORMAL_TEXTURE
a86848cView on GitHubLoading from Assimp and respecting texture address mode - WRAP or CLAMP.
41aeec7View on GitHubMade "TexturePath", "NormalTexturePath" settings overriding texture file name loaded from the model
f403e65View on GitHubEntities and meshes now remember their names as imported from Assimp.
9b7ae3bView on GitHubImproved Scene window. Added optimization flags to D3D12MA allocator creation.
6929de0View on GitHub