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Vulkan2021
VkCV Framework
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ccb204b186ec863e0a97749efb76d2f18bf2c6a9
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10
119-graphicspipeline-refactoring
129-projekte-und-assets-auslagern
132-denoising-module
143-ar-vr-support-via-openxr
43-multi-threading
91-compute-first-network
95-arm64-raspberry-pi-4-support
develop
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Created with Raphaël 2.2.0
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[#59] Implemented VMA into buffer and image managers
[#56] Removed batch and SPIRV files, replaced basic shader loading with runtime compilation
[#59] Fix Windows CI via static linking VMA
[#59] Added VMA C++ bindings
[#59] Added VMA to the context of the framework
Merge branch '56-szene-reprasentation' into 'develop'
[#56] Added warning to append method of push constants
[#56] Re-added doxygen as target.. oops
[#56] Removed several compiler warnings
[#56] Removed bloom project because it got merged into voxelization
[#56] Fixed warnings and add parameter to pick shaders for particles
[#56] Removed cmd_sync_test sources
[#56] Added missing check into first_mesh example
[#56] Reduced code in first_triangle example
[#56] Fixed material usage increase/decrease
[#92] add base rtx project
[#92] add base RTX module
[#92] add rtx project
[#92][Fix] fix camera projection from develop
[#56] Adapted push constants to allow variable per mesh changes
[#79] Update comments in header of asset_loader.
[#79] Add doc about hardcoded addressModeW in Sampler.
[#87] Render bunny with mesh shader
[#87] Prepare mesh shader data
[#56] Fixed graph dependency error and added basic graph optimization
[#87] Bunny now upright
[#87] adding SSBO to mesh shader pipeline
[#87] add bunny into scene
[#79] went through TODOs as group and eliminated some that are already done
[#56] Allowed culling on node level in scene graph
[#56] Fixed logger error
[#56] Fixed/Completed frustum culling the 2nd
[#56] Completed the frustum culling.. probably
[#56] Added work-around to trackball camera
[#56] Fixed annoying camera to get rid of pitch and yaw members
[#56] WIP sponza floor debug scene
[#56] Added free()-call to descriptor-sets and fixed wrong descriptor-pool in list
[#56] Added WIP frustum culling
[#76] WIP: use vk::ShaderStageFlagBits to allow descriptors to use multiple shader stages.
Merge branch 'develop' of gitlab.uni-koblenz.de:vulkan2021/vkcv-framework into 76-descriptor-in-multiple-shader-stages
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