It works with Island's rendergraph, and is backwards-compatible. Let's see for how long 🤞
I've added special README #Vulkan 1.3 on RPi5: github.com/tgfrerer/isl...
I've added special README #Vulkan 1.3 on RPi5: github.com/tgfrerer/isl...
Oh, and all slang shaders can be hot-reloaded, just like spirv,hlsl, and glsl shaders can be already.
Oh, and all slang shaders can be hot-reloaded, just like spirv,hlsl, and glsl shaders can be already.
- lots of visual tweaks
- replay of recorded graphs
- interactive controls to place diagram on screen
- auto-zoom and centre
This is the very first frame of Island's Compute Example visualized: blue is a transfer pass, yellow a compute pass, and green is graphics...
- lots of visual tweaks
- replay of recorded graphs
- interactive controls to place diagram on screen
- auto-zoom and centre
This is the very first frame of Island's Compute Example visualized: blue is a transfer pass, yellow a compute pass, and green is graphics...
Then I go over all connectors that have requested an extra lane, and assign extra lanes from bottom-to-top. This minimizes path crossings.
Then I go over all connectors that have requested an extra lane, and assign extra lanes from bottom-to-top. This minimizes path crossings.
If i can't find a matching port on the neighbour card, i require an extra lane on top. I do that for all connections ...
If i can't find a matching port on the neighbour card, i require an extra lane on top. I do that for all connections ...
When dealing with matrices and affine transforms of all kind, i find it helps my intuition tremendously, if i name all transforms as SpaceOrigin-To-SpaceDestination.
Another favourite: Naming spaces with what is *at their origin*: ViewSpace, ScreenSpace, 🐭Space
When dealing with matrices and affine transforms of all kind, i find it helps my intuition tremendously, if i name all transforms as SpaceOrigin-To-SpaceDestination.
Another favourite: Naming spaces with what is *at their origin*: ViewSpace, ScreenSpace, 🐭Space