Kernel Version 5.15.133.1 Distro Version 22.04 Other Software glxinfo -B: Extended renderer info (GLX_MESA_query_renderer): Vendor: Microsoft Corporation (0xffffffff) Device: D3D12 (Intel(R) Arc(TM) Graphics) (0
I can confirm that the same problem with default OpenGL renderer pertains to Linux as well (using Steam Play compatibility layer). Switching to default OpenGL renderer gives the same result as on Windows. Quake2_Steam_Play_Linux_OpenGL_not_working.zip Quake2_Steam_Play_OpenGL_not_w...
>> rendererinfo ans = structwith fields: GraphicsRenderer:'OpenGL Hardware' Vendor:'NVIDIA Corporation' Version:'4.6.0 NVIDIA 555.42.06' RendererDevice:'NVIDIA RTX 2000 Ada Generation Laptop GPU/PCIe/SSE2' Details: [1x1 struct] >> 댓글...
The “multi draw indirect” renderer has to use dynamic indexing into larger buffers to access the shader parameters per draw-call, which may not work as well for less simple data. These results show that very fast paths in OpenGL exist. With additional extensions those fast paths can become...
Title, I tried deploying and opening an app on an iPad 6th gen (iPadOS 17.5.1), but it doesn't work (manually setting the renderer from forward_plus or mobile to gl_compatibility does work, but it makes the fallback option completely pointless). Console output on Xcode: Godot Engine v...
问为什么使用OpenGL代码的texelFetch不能工作?EN在代码中,我们会使用 async/await 从第三方 API 获取...
Since OpenGL is concerned with rendering and not display, we should clarify the roles of the renderer and the window system. An application using OpenGL needs to maintain a bundle of OpenGL state, including the current color, normal, texture coordinate, modelview matrix stack, projection matrix ...
Useful, for example, for determining if the normal vectors of the geometry pass in a deferred renderer look correct: You can of course extend such a utility function to support rendering more than one texture. This is a quick and dirty way to get continuous feedback from whatever is in ...
without being stuck to a certain elevation. Many games followed that imitated the look and feel of Doom, and were aptly dubbed "Doom-clones." Doom used a software renderer to render its real-time graphics to the screen, as did all of the other games of the early 1990s, but this was ...
Rendering sprites is not too difficult; we use the sprite renderer's shader, configure a model matrix, and set the relevant uniforms. What is important here is the order of transformations: void SpriteRenderer::DrawSprite(Texture2D &texture, glm::vec2 position, glm::vec2 size, float rotate...