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bilbo
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2023-04-23
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bilbo
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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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bilbo/vulkan
2026-04-15 00:32:33 +00:00
c395b3e7bb
collada: pass light node position to shader
bilbo
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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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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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bilbo/vulkan
2026-04-13 04:39:27 +00:00
b8e370f417
collada: use storagebuffers, draw material colors
bilbo
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bilbo/vulkan
2026-04-13 04:32:24 +00:00
107135c310
collada: use storagebuffers, draw material colors
bilbo
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bilbo/vulkan
2026-04-13 03:07:07 +00:00
c30394c3ed
collada: per-scene pipelines and descriptor sets
bilbo
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bilbo/vulkan
2026-04-12 03:34:09 +00:00
0a33f58f04
render collada scene
bilbo
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bilbo/vulkan
2026-04-11 18:29:46 +00:00
1456e04200
separate samplers and sampled images
bilbo
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bilbo/vulkan
2026-04-11 04:28:42 +00:00
466c7b030e
load mipmaps from .dds, enable anisotropy
bilbo
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bilbo/vulkan
2026-04-11 01:32:08 +00:00
3061a1e09c
replace bufferDeviceAddress with uniform buffers
bilbo
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bilbo/vulkan
2026-04-11 01:31:41 +00:00
b20306664b
replace bufferDeviceAddress with uniform buffers
024a42e691
remove bufferdeviceaddress
Compare 2 commits »
bilbo
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bilbo/vulkan
2026-04-08 00:01:18 +00:00
256969454f
phong lighting
bilbo
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bilbo/vulkan
2026-04-07 23:17:22 +00:00
ba01d3716c
stencil outline
1a365ca5d7
enable stencil buffer
Compare 2 commits »
bilbo
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bilbo/vulkan
2026-04-07 22:50:52 +00:00
71a0f25359
enable stencil buffer
bilbo
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bilbo/vulkan
2026-04-07 20:57:13 +00:00
b5f769a3a5
recreateSwapchain: create/destroy renderSemaphores
bilbo
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bilbo/vulkan
2026-04-07 20:15:38 +00:00
9b0ba08ccb
vertexIndexBuffer: use allocateFromMemoryRequirements / non-coherent memory
bilbo
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bilbo/vulkan
2026-04-07 19:56:33 +00:00
be45d0960e
shaderData: use a single VkDeviceMemory allocation for all frames
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