-
Notifications
You must be signed in to change notification settings - Fork 51
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Metal] update waves example #555
Conversation
Codecov Report
@@ Coverage Diff @@
## main #555 +/- ##
==========================================
- Coverage 53.14% 53.13% -0.01%
==========================================
Files 213 213
Lines 21216 21218 +2
==========================================
- Hits 11276 11275 -1
- Misses 9940 9943 +3
Continue to review full report at Codecov.
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me. Thanks for tidyingup other parts of the code in GlutWindow.cc.
Now that the amplitude of the waves is larger, how about moving the camera higher so it's not covered by the waves?
Good idea, I'll do that when I rebase. Just playing around with the |
Add metal shaders to the waves example - Pass BTN by component to fragment shader - Disable setting named constant param for textures in Ogre2Material::UpdateShaderParams - Update camera anti-aliasing - Increse wave amplitude and raise camera position Fix issue with cubic textures for custom Metal shaders - Add the same isLoaded() check applied in OgreTextureUnitState to the Type2D textures Signed-off-by: Rhys Mainwaring <[email protected]>
2a2f691
to
441b348
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
looks good to me!
🎉 New feature
This PR adds metal shaders to the waves example.
Enhances #541
Summary
ogre2
render engine changes in [Metal] update custom_shaders_uniforms example #554Test it
Run the example using ogre2 and specifying metal as the graphics API:
For further details on the implementation at see the discussion in #541
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.