Dmitrii
Dmitrii
Do you compile shader via external compiler? Do you pass -V argument to the external compiler?
Will SharpFont update to 2.10? On Thu, 25 Jul 2019 at 18:26, HinTak wrote: > You are reading outdated and unauthoritative documentation - go to > www.freetype.org to read up...
-gVS for some reason can't handle large shaders with a lot of helper functions. It just silently fails with -1073741819 error code. You can take any shader from the [@TheForge](https://github.com/ConfettiFX/The-Forge)...
@arcady-lunarg https://github.com/KhronosGroup/glslang/issues/3497
Seems like repository is dead, so you'd better fork, many will follow 😄
@NogginBops any update?
> According to the README, one can do this by having the string 'spellcheck-off' somewhere in a comment near the start of the document But that can be a test...
That would be perfect. Hard to read validation error messages from Vulkan or D3D12.
In premake: ```lua defines({ "HLSLPP_FEATURE_TRANSFORM", "HLSLPP_LOGICAL_LAYOUT=HLSLPP_LOGICAL_LAYOUT_COL_MAJOR", "HLSLPP_COORDINATES=HLSLPP_COORDINATES_RIGHT_HANDED", }) ``` In cpp: ```cpp float4x4 m = float4x4::translation(1, 2, 3); /* same as float4x4 m = float4x4 { 1, 0, 0, 1,...
Yeah, we know about the workarounds. But for some reason it's something that is not trivial to support for all our platforms (PS4, PS5, Metal, Vulkan, D3D12(X)). There are known...