Michael Cheng

Results 36 issues of Michael Cheng

I want to expose a this-like function to cpp. But id can't. ```rust pub fn test(&self, s: &Vec) {} ```

question
C++

The compiler always complain about the ForeignClassRef not defined: " error C2065: 'xxxxObjectRef': undeclared identifier" Fix can be add to the RustForeignxxxx.h ```cpp template class xxxxObjectWrapper; using xxxxObject = xxxxObjectWrapper;...

enhancement
C++

I want to parse a large file to 2G. I wonder if there exists a multithread way to acclerate the parsing work.

Test on GTX 1070s, windows 10. [2020-08-02T10:51:56Z ERROR gfx_backend_vulkan] VALIDATION [VUID-VkImageViewCreateInfo-viewType-01004 (1838557948)] : Validation Error: [ VUID-VkImageViewCreateInfo-viewType-01004 ] Object 0: handle = 0xedbd50000000010, name = Shadow map atlas, type =...

Type: Bug

This project is very promising like rendy's architecture. If it will support wasm, then will be better. The wasm may limit the crossbeam usage, it may be a problem.

help wanted
good first issue
Type: Enhancement

Glad to see so many improvements. If async computer shader can be supported, that will be wonderful. Also, wgpu supports render bundle now, using render bundle can get rid of...

Type: Enhancement

The struct "SimplePipelineDesc" may rename to SimpleRenderPipelineDesc, because what it generates is a "wgpu::RenderPipeline".I am confused about it with "PipelineDesc" in pipeline_manager. The RenderGraph is to make sub render passes,...

Cleanup

I have tested the nphysics example with a 100x100 static sphere scene with no physics. Seems that frustum not working neither. Release mode fps: ![image](https://user-images.githubusercontent.com/771776/91660110-c7a48300-eb06-11ea-9b35-e6556aa1a724.png) ![image](https://user-images.githubusercontent.com/771776/91660118-ce32fa80-eb06-11ea-8fcf-1ef7a6340798.png)

If changed the backend to gfx_backend_dx12 as backend, crate render pipeline error ```rust let mesh_renderer = mesh::RenderPipeline::new( device.clone(), allocator, transfer_queue.clone(), format, width as u32, height as u32, &scene_list, &skins, );...

If I want to implement a mouse click ray intersect in this BVH, what's the correct way to use?