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- #43 · stephen-hqxu opened
on May 24, 2022 4
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Possible optimisation for heightfield terrain texture splatting in shader
area: performanceWe can make the engine run fasterWe can make the engine run fasterlang: glslRequest related to glsl source fileRequest related to glsl source fileStatus: Open.It's time to move from OpenGL on to Vulkan
area: backendAPI or/and language feature relatedAPI or/and language feature relatedflag: difficultThis is a nice suggestion but very hard to implementThis is a nice suggestion but very hard to implementlang: cppRequest related to c++ source fileRequest related to c++ source fileStatus: Open.Do not use unsigned loop counter in device code
area: performanceWe can make the engine run fasterWe can make the engine run fasterlang: cudaRequest related to cuda source fileRequest related to cuda source fileStatus: Open.#59 In stephen-hqxu/superterrainplus;Use source location library instead of C macros
area: backendAPI or/and language feature relatedAPI or/and language feature relatedlang: cppRequest related to c++ source fileRequest related to c++ source fileStatus: Open.Add support to CUDA 12
area: backendAPI or/and language feature relatedAPI or/and language feature relatedlang: cudaRequest related to cuda source fileRequest related to cuda source fileStatus: Open.Modularise world pipeline memory manager
area: featureNew feature or requestNew feature or requestlang: cppRequest related to c++ source fileRequest related to c++ source fileStatus: Open.#53 In stephen-hqxu/superterrainplus;Water rendering with global illumination
area: featureNew feature or requestNew feature or requestflag: difficultThis is a nice suggestion but very hard to implementThis is a nice suggestion but very hard to implementlang: cppRequest related to c++ source fileRequest related to c++ source filelang: cudaRequest related to cuda source fileRequest related to cuda source fileStatus: Open.