Results 9 comments of Christoph Kubisch

Maybe instead of map just an extension list per object-type, similar to how Vulkan has pNext and sType. We also have a bunch of unofficial extensions here, and I agree...

it was for storage, but by redesigning the structure a bit, I can avoid running into the limit. Maybe have an option where I can pass the root table as...

Just as fyi we will remove/replace these decoders in future. We still are awaiting a new beta driver release for the dedicated rasterization sample. Which would explain some of this...

Interesting idea, though a few caveats: * computing mip map chain for depth buffers is really really quick (example for compute shader version https://github.com/nvpro-samples/vk_displacement_micromaps/blob/main/nvhiz-update.comp.glsl) and typically accelerates screen space ray...

seconding that `ImGuiInputTextFlags_EnterReturnsTrue` was really useful on scalars.

workaround we use ``` int tv = *v; bool changed = ImGui::InputInt("##hidden", &tv, step, step_fast, (flags & ~ImGuiInputTextFlags_EnterReturnsTrue)); if(changed && (!(flags & ImGuiInputTextFlags_EnterReturnsTrue) || (ImGui::IsItemDeactivatedAfterEdit() || ImGui::IsItemClicked()))) { *v =...

this looks like bug in the OpenGL driver's shader compiler. GLSLANG is fine with specifying. ``` out gl_MeshPerVertexNV { vec4 gl_Position; } gl_MeshVerticesNV[]; ``` We filed a bug internally about...

no ideas, but we are about to archive this sample as it isn't well maintained.