Nathan V. Morrical
Nathan V. Morrical
**Describe the issue** After calling "parseObj", lfpAlloc appears to leak memory. This seems to occur when vectors using lfpAlloc are resized, especially during emplace / push_back. This memory leak can...
Hello, I'm working on a framework leveraging Vulkan Ray Tracing + HLSL for my shader language. In using HLSL because it supports multiple simultaneous entry points while GLSL does not....
Hello, GLSL allows users to construct a `accelerationStructureEXT` from a physical device address, which under the hood uses the `OpConvertUToAccelerationStructureKHR` SPIR-V instruction to convert the address into a ray tracing...
Hello! I'm trying to use the slangc commandline utility to output multiple .spv outputs, one per entry point. However, this doesn't seem to work... According to the help, > -entry...
I noticed that none of the ray tracing examples in your repo shows how to use SBT record data. This PR adds a little example showing how you can upload...
I noticed this issue today with the current implementation of vk::RawBufferStore. Given this code: ``` struct PushConsts { uint64_t addr; }; [[vk::push_constant]] PushConsts pushConsts; struct MyStruct{ uint32_t a; uint32_t b;...
I'm trying to replicate a CUDA/OptiX workflow with HLSL, and I ran into this issue while mixing a compute entry point and a closest hit entry point together in the...
This is a relatively old bug report. Can we reproduce this?
Previously, streamless rendering required draft API from zeroMQ to use UDP. This api is somewhat unreliable, and had to be commented out when the project went cross platform. We should...
I believe this is currently happening on latest development branch. I believe it can be reproduced by creating a light which can cast shadows before creating a camera.