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bilbo
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2023-04-23
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bilbo
pushed to
main
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bilbo/vulkan
2026-04-19 00:37:51 +00:00
65455ad471
collada: mouse view control
bilbo
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bilbo/vulkan
2026-04-18 23:31:40 +00:00
dbd36f2d2c
collada: animated eidelwind
bilbo
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bilbo/vulkan
2026-04-18 17:30:12 +00:00
440272ad7a
shadow texture array
bilbo
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main
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bilbo/vulkan
2026-04-16 23:30:57 +00:00
1ae766c648
geometry shader
bilbo
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main
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bilbo/vulkan
2026-04-16 03:51:07 +00:00
b7c25fc41f
collada: draw scene textures
bilbo
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main
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bilbo/vulkan
2026-04-16 02:42:53 +00:00
e9c0c9627c
collada: load scene textures
bilbo
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main
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bilbo/vulkan
2026-04-15 22:38:34 +00:00
635e27b03f
adjust shadow bias constants
bilbo
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bilbo/vulkan
2026-04-15 22:04:20 +00:00
3e78886a95
fix vkFlushMappedMemoryRanges and vkCmdBeginRendering validation errors
bilbo
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bilbo/vulkan
2026-04-15 20:24:03 +00:00
cdce2d64f3
fix vkBindImageMemory and vkFlushMappedMemoryRanges validation errors
bilbo
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bilbo/vulkan
2026-04-15 20:05:46 +00:00
6731129670
main: support for Wayland surfaceCapabilities
bilbo
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main
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bilbo/vulkan
2026-04-15 19:59:46 +00:00
fbe6b157ff
draw shadows with percentage closer filtering
bilbo
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main
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bilbo/vulkan
2026-04-15 03:44:04 +00:00
3e3175a085
collada: render light projection to shadow depth buffer
bilbo
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main
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bilbo/vulkan
2026-04-15 00:32:33 +00:00
c395b3e7bb
collada: pass light node position to shader
bilbo
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main
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bilbo/vulkan
2026-04-15 00:24:45 +00:00
2b0b29aeb9
shadow_test: box visualization for light
bilbo
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bilbo/vulkan
2026-04-14 23:50:44 +00:00
779b837caa
collada scene animation
bilbo
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main
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bilbo/d3d10
2026-04-13 05:01:02 +00:00
94cecfe810
header: render materials array, material_index, buffer paths
bilbo
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bilbo/vulkan
2026-04-13 04:40:53 +00:00
8a9198c3e8
collada: use storagebuffers, draw material colors
bilbo
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main
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bilbo/vulkan
2026-04-13 04:39:27 +00:00
b8e370f417
collada: use storagebuffers, draw material colors
bilbo
pushed to
main
at
bilbo/vulkan
2026-04-13 04:32:24 +00:00
107135c310
collada: use storagebuffers, draw material colors
bilbo
pushed to
main
at
bilbo/vulkan
2026-04-13 03:07:07 +00:00
c30394c3ed
collada: per-scene pipelines and descriptor sets
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