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License: MIT License
lava - bundle of multiple projects making an open-source cross-platform **game engine**
License: MIT License
terminate called after throwing an instance of 'vk::DeviceLostError'
what(): vk::Device::waitIdle: ErrorDeviceLost
In the physics-demo example, when right-clicking to spawn spheres, there is sometimes a one-frame delay before the sphere is moved up. It appears in (0, 0, 0) for a short time.
Shader definition proposal:
geometry in vec2 uv;
// Input for the material, only usable in geometry()
uniform material = {
vec4 color = vec4(1, 1, 1, 1);
sampler2d diffuseMap = "white";
};
// Only data that is shared between geometry (writing it),
// and epiphany (reading it).
// Keep this as small as possible for better performances.
buffer node = {
vec4 color;
};
// Return whether the fragment should be considered as translucent.
bool geometry() {
node.color = material.color * texture(material.diffuseMap, uv);
return node.color.a < 1.0;
}
// "epiphany in" contening light information
// Return the final composed color.
// This operation should be way more costly than the geometry one.
vec4 epiphany() {
return node.color;
}
Magma usage:
magma::RenderEngine engine;
engine.registerMaterialFromFile("material-name", "shader.shmag");
auto& texture = engine.make<Texture>("diffuse-map.jpg");
auto& material = engine.make<Material>("material-name");
material.set("color", glm::vec4(1, 0, 0, 1));
material.set("diffuseMap", texture);
Standard shadow maps.
Handle emissive texture with RmMaterial and during GLB loading.
Have a CameraComponent.
Currently, the light ubo holders are created in the renderer.
But they are both the same, with the same update.
Should be moved to the lights implementations.
PulseAudio is said to be cross-platform, we might look into that.
Complete all missing events.
So that the GLB loader can handle classic Sponza model.
See what to do with openVR.
Currently, we are drawing the scene twice, but we could make it so that it generates both eyes in one rendering pass.
Let the possibility to configure:
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