Hello, I need to add post processing effects to an old existing opengl based renderer. I know the usual pattern is to create an offscreen frame buffer object and render to that,โฆ
7ย years, 2ย months ago
Hello, I need to add post processing effects to an old existing opengl based renderer. I know the usual pattern is to create an offscreen frame buffer object and render to that,โฆ
7ย years, 2ย months ago
7ย years, 7ย months ago
7ย years, 7ย months ago
Maybe you are right about bindless and multithreading combined, I haven't thought about it too much in a while. Although we already have texture arrays in d3d11, I don't see whyโฆ
7ย years, 7ย months ago
I am a porting some code from opengl to Direct3d. GLint format = HasAlpha ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT; glCompressedTexImage2D(GL_TEXTUREโฆ
7ย years, 7ย months ago
In d3d12 the docs seem to push you to allocate large buffers that can store multiple resources (suballocation), whereas in d3d11 you might do one allocation per texture/mesh. Isโฆ
7ย years, 10ย months ago
Hello, I need to add post processing effects to an old existing opengl based renderer. I know the usual pattern โฆ
7ย years, 2ย months ago
Maybe you are right about bindless and multithreading combined, I haven't thought about it too much in a while. Although โฆ
7ย years, 7ย months ago
DX12 makes sense for large teams or companies that make engines that can optimize for each GPU type. It's not โฆ
7ย years, 7ย months ago
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