- Add methods for adding attributes to the input mesh
- Add method in TangentSpaceMesh for when user provides the
tangents
- Separate client-side Algorithm enum from implementation algorithm
(AlgorithmImpl)
- Fix CMake config for combining static libs
32 sample may be more suited to 2x upsampling, it gives 8 samples per
high-res pixel (instead of 4). This is also what FSR 2.0 is using,
which is useful for comparing.
This has caused issues and over time we have reduced the use of
spinlocks, it was only used in few places and we still have evidence
that it's causing ANRs.
We use utils::Mutex instead which is a low overhead mutex implementation
on Linux systems.
FIXES=[321101014]
it was incorrectly mapping the equirect image to a cubemap due to a
typo in our overload of atan2 which was swapping its parameters.
atan2 is now removed, and we use atan(y,x) instead. Also modified the
code slightly so it matches almost exactly cmgen's.
FIXES=[320856413]
When parsing a lexeme, we use one less byte than it's intended to be for
comparing the current string.
This results in a success in cases like:
- true and truX
- false and falsX
- null and nulX
where X means an arbitrary character.
Fix this by the full intended length.
* Bokeh aspect ratio
new DoF option to set the bokeh aspect ratio, this can be used to
simulate anamorphic lenses
* Update android/filament-android/src/main/java/com/google/android/filament/View.java
Co-authored-by: Powei Feng <powei@google.com>
* Update web/filament-js/filament.d.ts
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
See #7415 for a more detailed description of why this change is necessary.
The remaining variants which are filtered from FL0 materials are all related to
lighting, so further hacks like this won't be necessary.
Future work involves properly supporting differing sets of variants based on
shader language.
both vk and metal don't support depth resolves, and are currently
implemented in the backend. vk is buggy and they don't resolve the
same way that gl does.
* TAA improvements
- fix variance + AABB history clipping (we were computing the union
of both AABB instead of the intersection).
- added a setting for the variance parameter
- added a setting for the jitter pattern
- improved some default values
- fixed a few comments
- smaller code tweaks to facilitate future improvements
This is what the NDK does, it's needed to keep debug infos for the
STL symbols (because the STL is provided by the platform and doesn't
have debug infos).
In practice none of the extensions we would use eglGetProcAddress for
are supported. And we had a case where an extension was reported
supported but eglGetProcAddress didn't return the corresponding
entry point.
update web demos remote ui.
FIXES=[315033914]