Anthony
Anthony
this issue was fixed by this code ```cpp stl::hash_set contacts; for (const auto body : scheduled_to_delete_bodies) { const auto phys_body = body->get_body(); if (phys_body != nullptr) { // In this...
Note: for more accurate detection of lightmap pages we need to verify pages count **AND** version of BSP (19)
So, as an addition to #24 thread, I'll add that D3D11 also supports sparse (or tiled) textures, and all of the D3D12/Vulkan GPUs already support them [(more info)](https://learn.microsoft.com/en-us/windows/win32/direct3d11/tiled-resources-features-tiers). So, maybe...
I thought a little longer and looked into the API for working with tiles, and what can I say: 1. It will take too much effort to unify the work...
> Giving up? :) Just saying that it would be hard to implement this without breaking the whole resource API. So if you are okay with it - I can...
I find it funny though... D3D11: ```cpp void UpdateTileMappings( [in] ID3D12Resource *pResource, UINT NumResourceRegions, [in, optional] const D3D12_TILED_RESOURCE_COORDINATE *pResourceRegionStartCoordinates, [in, optional] const D3D12_TILE_REGION_SIZE *pResourceRegionSizes, [in, optional] ID3D12Heap *pHeap, UINT NumRanges,...
Can you update NRIFramework and NRISamples to the latest version? Or can I just use their current version?
While working on implementing sparse textures, I got to thinking about memory management for resources. I don't like the fact that you have to first bind a texture to allocate...
So, my additional thoughts on sparse (info for PR #28). D3D11 does not support allocating tile memory outside of the tile pool, whereas D3D12 and Vulkan allow it. For this...
OK, these changes are fine to me, I'll fix them as soon as possible (currently unavailable due to work)