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Vulkan and OpenGL render options... #372
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Hi, I have some feedback on this for you; Any choice of rendering path has to happen before
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Fantastic, thanks! |
@ViceEvochron Thanks for your questions, i will keep it open for others to read for a while :) |
+1 |
Definitely need this. I have a client with rendering issues on OpenGl; that I don't have on Vulcan... |
Even though I specify #renderer "Basic", I get errors on DrawtoImage stating Vulcan does not support this... |
Three basic/core fundamentals I'd like to request for the Vulkan and OpenGL rendering paths for AGK-Studio:
Please ensure that we can manually specify either the OpenGL or Vulkan rendering path so if/when a user runs into any kind of technical problem with one path, we can support them by having a way to specify which render path to use. Perhaps this could be provided in conjunction with a 'no hardware' render option for those of us interested in writing server programs that only need to display text.
Please ensure that anisotropic filtering is one of the built in texture filtering options (both in and out of shaders).
Please ensure that any shader compiler (ps/vs to SPIR-V) supports existing shaders in either render path.
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