WangHoi
WangHoi
Maybe there is a bug: ```rust impl UiNode { pub fn cast(&self) -> Option { self.0.as_any().downcast_ref::() } } ``` To consider composition style inheritance, it should be ```rust impl UiNode...
We need to support d3d9 or d3d11 backend, can be accomplished by supporting 'mozangle'(ANGLE) backend. Because Nvidia opengl driver crash on resizing opengl window, reported many times on Godot game...
Panic inside filter::apply_composite, root cause maybe dest pixmap allocated with wrong size. SVG file: 
When using bgfx in our company's game. The texture upload flow is hard to make smooth. Currently, the loading thread load image, preparing memory, the main thread create them. Event...
😂 I'm so sorry, found another bug. # Steps to re-produce 1. In code: Make use of `SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC` 2. Run the program in Release build on Windows with Vulkan backend....
Add `PurgeCurrentContextCaches()` method; Remove the `PurgeCaches` parameter of `UpdateCurrentGLContext()` method.
## Problem Bug only happens in WebGPU backend, D3D11/12/Vulkan works. WebGPU validation error: ```bash Diligent Engine: ERROR: WebGPU: Command cannot be recorded while [CommandEncoder (unlabeled)] is locked and [ComputePassEncoder (unlabeled)]...
I found that hash value is different for 32bit and 64 bit build. In particular: - RenderStateCacheImpl.cpp: ComputeDeviceAttribsHash() - XXH128Hasher::Update(const ShaderCreateInfo& ShaderCI) It brings lots of pain to reuse render...
**OS:** x86_64 Win11 24H2 **Problem:** Open local filesytem file "Bézier.json" failed. Seems related to `WidenString`, `é` is treated as single byte character. I created a PR: https://github.com/DiligentGraphics/DiligentCore/pull/643
Any plan on implement `Shader Model 6.8 Extended Command Information` ? See also: https://github.com/microsoft/DirectXShaderCompiler/issues/6671