RenderPipeline | Complete deferred render pipeline for panda3d | Game Engine library
kandi X-RAY | RenderPipeline Summary
kandi X-RAY | RenderPipeline Summary
Complete deferred render pipeline for panda3d
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Top functions reviewed by kandi - BETA
- Setup the render pipeline
- Load the combiner shader
- Compute the last MVP
- Create the combiner
- Load shader
- Get the default object shader
- Set the shading shader
- Reload shader
- Compute the light matrices
- Set the position
- Queues shadow sources
- Update the shader
- Compute camera bounds in render space
- Updates the debug node
- Creates a debug line
- Performs the update
- Returns True if shadow sources need to be updated
- Create material sliders
- Perform shadow update
- Adds a shadow source
- Set direction
- Attach the specified debug node to the given parent
RenderPipeline Key Features
RenderPipeline Examples and Code Snippets
Community Discussions
Trending Discussions on RenderPipeline
QUESTION
Problem:
I'm developing a desktop D3D12 application, so naturally, I need and
it included to be able to create a window, but there's a GetMessage macro that conflicts with
IDXGIInfoQueue::GetMessage
and ID3D12InfoQueue::GetMessage
(and also ID3D11InfoQueue::GetMessage
ID3D10InfoQueue::GetMessage
)
other discussions about this macro I found on StackOverflow and Github are all saying that one should change their GetMessage
function name to something else, but clearly, since I didn't develop DirectX API, I have no control over this...
I include both Windows API and DirectX API headers together in a precompiled header file
Imperfect/Failed solutions I tried so far:
- I could just ignore the issue or write
#undef GetMessage
before I call these methods, then their names will becomeIDXGIInfoQueue::GetMessageW
,ID3D12InfoQueue::GetMessageW
,ID3D11InfoQueue::GetMessageW
...
ANSWER
Answered 2021-Jun-23 at 06:42nothing need do here and no any conflict or problems in your code. you already viewed this yourself
it compiled successfully and these methods can still be called normally runtime
and you correct - methods called not by name but by address in virtual table. the winuser.h always included before IDXGIInfoQueue declaration, so already inside interface declaration GetMessage
expanded to GetMessageW
or GetMessageA
. the same in your code, which call method on interface ( DXGIInfoQueue->GetMessage
). as result names coincide.
But still, it just feels wrong using the wrong names...
here you have wrong feels. again - all is ok and nothing need todo
QUESTION
Recently me and my team decided to go from GitHub to Unity Collab and when my coworker created unity collaboration the project only works on his computer. When I downloaded it I got a bunch of errors which I was able to resolve except of this one:
System.Exception: Compute Shader compilation error on platform Metal in file Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl:8: failed to open source file: 'Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl' at kernel LightVolumeColors HDRP will not run until the error is fixed. at UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ValidateResources () [0x00054] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipeline.cs:536 at UnityEngine.Rendering.HighDefinition.HDRenderPipeline..ctor (UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset asset, UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset defaultAsset) [0x006d5] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipeline.cs:352 at UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset.CreatePipeline () [0x00000] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipelineAsset.cs:33 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in /Users/bokken/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineAsset.cs:12 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)
I am using unity version 2019.4.16f, template is High Definition RP, I imported HDRP through package manager(version 7.3.1 - somehow I can't upgrade to the newest version 7.5.2, there is a display every time I open up unity saying that there is a newer version available). Before moving to Collab everything was working ok but now HDRP suddenly isn't working and this error is displayed over 300 times even if I clear it It always comes back and I don't even press the "PLAY" button.
...ANSWER
Answered 2021-Jan-27 at 08:47The only reference I could find to this issue is this issue tracker entry, stating that updating the package fixed it. As I see you can not upgrade your HDRP package, which is definitely unwanted behavior. You can try these steps:
- Delete and redownload the whole project
- Back up your project and delete the "library" folder in your unity project, it gets auto-created on startup.
- Remove and reinstall the HDRP package
- Check if your Unity Collaborations Host is passing you guys some system-specific files which should be ignored
QUESTION
I'm trying to render a rectangle using Metal. But the rectangle is skewed as in the screenshot. I would like to understand what's going wrong here.
It seems like vertices of the rectangle aren't loaded correctly using the vertex index. I'm trying to follow the example as in this article - https://coldfunction.com/mgen/p/5a
Below is the code for MetalView and the shader used -
...ANSWER
Answered 2020-Jul-14 at 11:27Your third vertex has 0
in the w
position when it should have 1
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Install RenderPipeline
You can use RenderPipeline like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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