engine/engine/inc/uf/ext/vulkan
2026-06-03 22:55:14 -05:00
..
enums
rendermodes lots of things (cleaned up how graph storage works, fixed bugs related to loading from gtlf rather than a graph, fixed lightmap baker, use RGBExp32 format for lightmaps, some other things, in-progress BSP/VTF/MDL loader) 2026-06-03 22:55:14 -05:00
buffer.h lots of old code cleanup (camera, image, glyph, atlas, etc.), reintroduced un-staged buffers (to test if this solved the immediate mode jitter but it was the camera) 2026-05-31 19:34:20 -05:00
device.h validation errors squishing, finally bothered to seamlessly handle N-buffered UBOs, fixed shadowmapping not require a constant rebuild every time the lights changed (by instead binding all shadow textures and not-so-clever tricks), some other things 2026-05-13 22:14:46 -05:00
enums.h
graphic.h added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong) 2026-05-18 21:11:42 -05:00
initializers.h
rendermode.h lots of things (cleaned up how graph storage works, fixed bugs related to loading from gtlf rather than a graph, fixed lightmap baker, use RGBExp32 format for lightmaps, some other things, in-progress BSP/VTF/MDL loader) 2026-06-03 22:55:14 -05:00
rendertarget.h added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong) 2026-05-18 21:11:42 -05:00
shader.h refractored descriptor sets to properly handle multiple sets for a given shader 2026-05-15 14:18:50 -05:00
swapchain.h fake frames (and cleaning up swapchain code) 2026-04-25 00:37:19 -05:00
texture.h vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something) 2026-05-06 20:47:54 -05:00
vk.h refractored descriptor sets to properly handle multiple sets for a given shader 2026-05-15 14:18:50 -05:00
vulkan.h a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale) 2026-04-22 22:37:37 -05:00