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Created with Raphaël 2.2.020Jul1918171615131211109865432130Jun29282625242322212019181716151413121312111098765[87] WIP meshlet frustum culling[#94] use rendered texture in shaders[#87] Compute bounding sphere per meshlet[#87] Increase task shader group size to 32[#100] Fix for MacOSMerge branch 'develop' into 100-upscaling-moduleMerge branch 'develop' into 87-mesh-shader-implementation[#87][Fix] include of glm submodule in meshlet module[#87] init meshlet module[#87] try to fix pipeline[#79] Fix for stride zero[#79] Fix for Windows filesystem path object[#79] Asset-Loader refactoring mostly doneMerge branch '86-macos-support' into 'develop'[#86] increase git depth to 15[#86] fit .gitlab-ci.yml[#99] fix cmake commandMerge branch 'develop' into '86-macos-support'Merge branch '99-add-runner-for-windows-mingw' into 'develop'[#99] set build to multithreaded[#99] increase timout to 15 min[#99] fix corrupted line[#99] fix cmake command[#99] add mingw runner[#79] Removed old loadMesh() and fixed compile errors[#100] Adjusted cmake magic to process shaders into source files[#100] Bilinear blitting is perfection[#100] Added bilinear upscaling[#100] Added mip load bias and re-added slider for sharpness[#100] This is getting out of hands![#100] FSR modes enums[#100] Finally got it working, stupid me[#100] Fixed VRAM leak and added dynamic buffers to descriptor-set pool[#100] Adjusted code to make fsr work[#100] F***ing stringstreams...[#100] Big brain move! Big brain![#100] Fixed Windows tmp directory magic[#79] Start re-implementing loadMesh.[#79] Create new function specifically for texture loading.[#100] Updated FSR.. still doesn't work
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