[DiscordArchive] animations?
[DiscordArchive] animations?
Archived author: Deamon • Posted: 2025-09-22T00:42:09.585000+00:00
Original source
Basically in vulkan/DX12 there are DescriptorSets, which hold pointers to textures and buffers (UBO, SSBO, etc). And there are Pipelines, which define how the triangle is rendered (two sided, depth disable/enabled, etc)
Archived author: Deamon • Posted: 2025-09-22T00:42:46.632000+00:00
Original source
And binding DescriptorSets and Pipelines take a lot of CPU time, cause it triggers validation during commandBuffer filling
Archived author: Deamon • Posted: 2025-09-22T00:43:38.639000+00:00
Original source
bindless techniques allow to escape these validations by having as few as possible of DescriptorSets and Pipelines
Archived author: Deamon • Posted: 2025-09-22T00:44:10.712000+00:00
Original source
Pros: you're pretty fast with prepearing and sending commands to CPU
Archived author: Deamon • Posted: 2025-09-22T00:44:41.514000+00:00
Original source
Cons: if you have error -> CPU will say nothing and GPU will render nonsence
Archived author: [GLFY] Mitche • Posted: 2025-09-22T00:54:59.225000+00:00
Original source
just go through and package all the existing tools into a vbasic program where you click a button and it opens that tool ezpz /s
Archived author: [GLFY] Mitche • Posted: 2025-09-22T00:55:40.111000+00:00
Original source
instead of reinventing the wheel, invent the tool that installs the wheel easier
Archived author: Jagulars • Posted: 2025-09-22T09:35:12.410000+00:00
Original source
Please don't. I need more Noggit Red features and I can't get over the compilation phase myself.