- Apr 25, 2018
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nbenty authored
- Apr 23, 2018
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Kai-Hwa Yao authored
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Kai-Hwa Yao authored
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- Apr 21, 2018
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Kai-Hwa Yao authored
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- Apr 19, 2018
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nbenty authored
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nbenty authored
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nbenty authored
When merging reflectors, make sure to update the default-block resource binding map
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nbenty authored
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Kai-Hwa Yao authored
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- Apr 18, 2018
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Kai-Hwa Yao authored
- Cache reflectors along with program version - Update RtProgram reflection and root-sig when shader defines change - Refactored createProgramVersion() interface - Remove RtProgram defines correctly - Propogate resource name to D3D12 debug layer - Added IMovableObject::getAttachedPath()
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- Apr 14, 2018
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Kai-Hwa Yao authored
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Kai-Hwa Yao authored
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Kai-Hwa Yao authored
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- Apr 13, 2018
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Kai-Hwa Yao authored
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- Apr 11, 2018
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nbenty authored
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- Apr 09, 2018
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Halldor Fannar authored
This fixes SSL issues, particularly the ones seen when downloading Slang from GitHub (since GitHub has upgraded their SSL).
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- Apr 07, 2018
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nbenty authored
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- Apr 06, 2018
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clavelle authored
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nbenty authored
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Kai-Hwa Yao authored
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nbenty authored
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clavelleNV authored
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nbenty authored
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nbenty authored
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clavelle authored
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clavelle authored
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Kai-Hwa Yao authored
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- Apr 05, 2018
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clavelle authored
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clavelle authored
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clavelle authored
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nbenty authored
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Kai-Hwa Yao authored
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- Apr 04, 2018
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nbenty authored
Fixed SSAO - need to invert posY before projecting to match VK NDC space . Fixed the SSAOData layout
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nbenty authored
ForwardRenderer: don't disable depth-writes in the lighting-pass. Solves the rendering issue in the ForwardRenderer. I believe we have an issue with state transitions when the depth-buffer will only be read for. I tried a few things, but they didn't help.
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nbenty authored
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NvrGfxTest authored
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nbenty authored
Fixed LightData's struct layout to match what glslang expects (float3 needs to start on a 16-byte boundary)
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nbenty authored
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