Benualdo
Benualdo
OPTICK_SHUTDOWN() did not release D3D resources used by the D3D12 gpu profiler, leading to a lot of warnings in the debug ouput when exiting the profiled program because these resources...
Running progam with _CRTDBG_MAP_ALLOC indicates there's a memory leak after capture. Adding EventStorage dtor solves the issue. ``` EventStorage(); ~EventStorage() { Clear(false); } ```
e.g. texture format when importing textures etc.. The .meta file should be editable from the resource.
Currently shaders are compiled on boot and PSO on demand when rendering. They should be saved/invalidated from one session to another and the FINAL build should only use precompiled ones.
Use custom RTTI and use equivalent of "dynamic_cast" only for IObject* classes
1. more compressed vertex format 2. separate streams per usage/update frequency (*) 3. cook mesh files already compressed (no more compress at load) (*) e.g. : Stream 0 : Position/normal/tangent...