Forest Sharp
Forest Sharp
Short info header: - GFX version: master-branch - OS: Windows - GPU: GTX 1070 (Notebook) When attempting to compile a compute shader that uses gl_NumWorkGroups on DX12 backend, it fails...
While attempting to add a new uniform buffer (binding = 2) to my fragment shader, I received a BindingsMismatch error if that uniform buffer wasn't also defined (and actually used)...
The code in ChessSet.cpp below can be safely moved into the init function, and doesn't need to be calculated every frame ``` g_chess_board_1_solid.SetColor(float3(0.23f)); g_chess_board_2_solid.SetColor(float3(0.88f)); g_chess_pieces_1_solid.SetColor(float3(0.85f, 0.3f, 0.3f)); g_chess_pieces_2_solid.SetColor(float3(0.4f, 0.4f, 0.8f));...
When including VEZ.h and attempting to compile with a c compiler, there were some complaints about missing struct tags.