David Peicho
David Peicho
I basically have a list of AtlasAllocator, where each atlas corresponds to a layer. I have alongside a giant buffer that contains the texture data packed according to each layer:...
I quite like the second version! Thanks! It's indeed a bit of code, but that's the issue with abstracting a method that has so many options.
Any chance this gets merged before the next release cycle? ❤️
I thought I could sneak under the example 🏴☠️ Let me add one yes 😄
Okay I went a bit crazy on the example but I am doing a simple shadow volume. It will use the `copyFramebufferToTexture3D()` method obviously. Might be a good idea to...
The example isn't ready yet. If we want to merge I should maybe split that into two PRs. Important note: `copyFramebufferToTexture3D` doesn't work with ANGLE backend. It's the same bug...
@kenrussell Thanks for replying. The goal of this particular PR was to implement a generic method to copy from a framebuffer attachement with layers, so `TEXTURE_3D` or `TEXTURE_2D_ARRAY `. The...
Same here, could use this feature instead of re-implementing my background rendering :) I am not sure to follow on the performance issue. Nothing prevents us to generate the ray...
Should we re-open a PR for that? There are two use cases and if we don't want to affect performance we can use a shader define: * Use case 1:...
I have the same and the stacktrace for me is often: ``` glfwSwapBuffers [NSOpenGLcontext flushBuffer] CGLFlushDrawable glSwap_Exec gldPresentFramebufferData glUpdateReadFramebuffer ``` I can drop a full stack trace if required.