-
Updated
Mar 11, 2022 - JavaScript
webgpu
Here are 164 public repositories matching this topic...
-
Updated
Mar 10, 2022 - JavaScript
Description
When drawing meshes with a 0..0 instance range, ogpu crashes due to metal validation layers emitting an error. From my understanding on the WebGPU spec, this should be allowed and indeed works correctly on Vulkan and DX12.
Error
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:instanceCount:baseInstance:maxVertexID:]:5161: failed assertion `Draw Errors Valida
-
Updated
Feb 17, 2022 - TypeScript
-
Updated
Mar 11, 2022 - TypeScript
-
Updated
Mar 11, 2022 - JavaScript
-
Updated
Mar 10, 2022 - C++
-
Updated
Jan 21, 2022
-
Updated
Feb 13, 2022 - TypeScript
-
Updated
Feb 24, 2022 - JavaScript
-
Updated
Jan 15, 2022 - TypeScript
-
Updated
Feb 17, 2022 - C++
-
Updated
Mar 8, 2022 - TypeScript
-
Updated
Sep 15, 2020 - JavaScript
Right now the compute rasterizer only supports a simple list of triangles. It would be a good exercise to add support for an index buffer to support more complex models without using too much memory. You'll need to:
- Create another buffer, similar to the vertex buffer, that holds indices into the vertex buffer, and send that to the compute shader
- Change how many times the compute dispatches
-
Updated
Feb 27, 2022 - TypeScript
Improve this page
Add a description, image, and links to the webgpu topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the webgpu topic, visit your repo's landing page and select "manage topics."
See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26
Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7
Currently when we export specularGlossiness PBRMaterials via
_GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsyncWe combine albedo + glossiness textures into Base64 texture string, stripping all