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Examples of normal shadow mapping (with PCF), VSM, and VSM together with a cubemap.
Forked from rygorous/momentous
Reimplementation of "fr-059: momentum" particle system
Attempt at a basic rendering system decoupled from the underlying API (OpenGL), while also executing in a separate thread.
Forked from rougier/freetype-gl
OpenGL text using one vertex buffer, one texture and FreeType
Exports a 3D model/scene to a Lua-file with scene-information, and a file with ready-to-load binary data.
19 contributions in the last year
To make sure the image acquired semaphore is signaled before any pixels are rendered to the swapchain image we need to wait at VK_PIPELINE_STAGE_CO…
It looks like there are two places in the current code where
vkWaitForFences is called on command-buffers submitted in the same frame.