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Created with Raphaël 2.2.09Jul865432130Jun2928262524232221201918171615141312131211109876543131May302928[#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 frameworkMerge 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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