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Hi Nvidia folks, I think that the current meshlet sample is a bit too minimalist, and I think that it would be lovely to see a meshlet sample where we...

in gbuffer_vs.hlsl: `o_vtx.normal = mul(instanceMatrix, float4(i_vtx.normal, 0)).xyz;` `o_vtx.tangent.xyz = mul(instanceMatrix, float4(i_vtx.tangent.xyz, 0)).xyz;` `o_vtx.tangent.w = i_vtx.tangent.w;` need to use transpose(inverse(instanceMatrix)).

I found it is very hard for me to read the source code for using this engine. I referred to the donut example but can still hardly get the point...

in matrix.h, return matrix &, however in vector.h ```cpp template vector operator op (vector& a, const vector& b) \ { a.x op b.x; a.y op b.y; a.z op b.z; return...

Are those in the roadmap?

I am creating a project over the donut framework, but I am not able to configure the project correctly. Here is my CMakeLists.txt: ``` cmake_minimum_required(VERSION 3.10) # Project Name: CirrusRT...

Hello, Could you explain in the code how works the method `EvaluateShadowPoisson` in [shadows.hlsli](https://github.com/NVIDIAGameWorks/donut/blob/ab17dddcb6ae7d3661f769736cf8809abf0b899a/include/donut/shaders/shadows.hlsli#L4) or provide the source of the algorithm ? For example - I do not understand how...

Would it be within the scope of this project, or NVRHI, to have a sample integration with https://github.com/NVIDIAGameWorks/Blast ?