gpu-tracing
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Ray tracing on GPU systems
All changes presented here are _suggestions_. These suggestions are largely subjective, with the occasional objective suggestion (i.e spelling correction). I'll try to annotate my changes, and provide additional editing notes....
I'll add a serious of rolling issues in the book
There is a missing instruction in 7.4 when we are adding color to the `Sphere` and the `Intersection`. Without this line, the sphere in the rendered image will be in...
Wayland produces a too large window with much of it being transport with fractional scaling set to higher than 100% on the desktop 
``` // End the render pass by consuming the object. drop(render_pass); let command_buffer = encoder.finish() self.queue.submit(Some(command_buffer)); ``` encoder.finish() needs a semicolon
A thread panic is through for `Timeout` on get_current_texture at the end of chapter 2. ``` WindowEvent::RedrawRequested => { // Wait for the next available frame buffer. //let frame: wgpu::SurfaceTexture...
``` Event::WindowEvent { event: WindowEvent::KeyboardInput { input, .. }, window_id, } if window_id == window.id() => { if input.virtual_keycode == Some(VirtualKeyCode::Escape) { *control_flow = ControlFlow::Exit } } ```
@c0deaddict raised compatibility issues with mouse events not triggering via `DeviceEvent` in #22. I noticed another issue with DeviceEvent in which dragging the window by its chrome doesn't work properly...
Add a basic guide for running Xcode and RenderDoc to step through the shader code, inspect resources, etc. Launching the Rust binary with Xcode (when running with the wgpu Metal...
"Having removed the implicit cancelations, we can compute the specular attenuation by incorporating the material color into the Fresnel factor. schlick_fresnel is defined in terms of a scalar, so let's...