Nils Hasenbanck
Nils Hasenbanck
For a bindless sprite engine we use the texture binding array feature and bind each texture with the sampler that the texture is using in one bind group. When creating...
Hi! On your website you write: [libretro版は、キーボードが操作のショートカットとして利用されるため、タイピングには向きません。](http://domisan.sakura.ne.jp/article/np2kai/np2kai.html) Also in the README.md you write: [How to key typing? Unfortunery, libretro is unuseful for keytyping. Please use NP21/w.](https://github.com/AZO234/NP2kai/blob/219cbda7675a50ce8d971ee64780af69fab3e622/README.md) This is only partly...
While porting the DirectStorage API to Rust, we found the following curriosity and would like to as if it's working as designed: The `DSTORAGE_REQUEST_OPTIONS` is defines as a bitfield and...
[PR](https://github.com/stm32duino/Arduino_Core_STM32/pull/361)
Currently we can't write to SD card using pronterface/pronsole. It will try to create/open a file on the SD card and will fail doing. Reading from a onboard SD card...
We need to write Wiki entries for the build process of a RemRam v1.3 board with pictures and debug information.
This is a big one. The main reason for me porting the backend is the included support for all the three native, new graphic APIs (DX12, Metal and Vulkan). We...
While testing "slang" as a shader language, I produced SPIR-V that contained unbound texture arrays (for which I would write a binding array in WGSL): ```slang [[vk::binding(0, 2)]] Texture2D textures[];...
Some models currently are animated, even though they are not in the original client. It seems the specific magician building here in geffen shows an animation, that is also either...