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Great library and some questions. #29
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Yes, you need one resource heap for each set of resources. If your set consists of only a single texture, then you need two resource heaps for your two different textures. It's the same restriction you have with a "DescriptorHeap" in D3D12 and "DescriptorSet" in Vulkan. However, it is more efficient to have an array texture (e.g |
How can I make cmake generate 64-bit projects for LLGL? (I wanted to fork the project and help you in it but I couldn't generate 64 bit projects) Also, Thanks for answering my questions, It seems that I am the only one who tried to use LLGL in a his engine "cant find anyone who does that on github", so I am probably going to ask a lot of questions so I hope I wont bother you. |
You can select a different generator when you hit |
Thanks, Also do you know any other engine than mine that uses LLGL? I am trying to understand LLGL better, especially in projects larger than sample examples. |
These are the only two projects I know of that are using LLGL: |
Hi, recently I have been using LLGL to replace the ugly underlying API layer in my engine, I am a big fan of LLGL architecture as I hate opengl-like architecture "ex: bgfx", anyways I have some questions about this library.
1-Why supporting OpenGL?
Vulkan is a great successor and run on almost all platforms that OpenGL run on, and can run on mobile devices plus it has DirectX-like structure and a modern API. The reason I dislike OpenGL is it has some sort of legacy function that is still used until now! for example it requires a vertex format for each vertex buffer created!
correct me if I am wrong but it is the only API that does that in 2018.
2-Do I have to create a resource heap for each pair of Texture and sampler in every shader?
3-Will I need more than one CommandBuffer for my project?
4-Why is "RenderSystem" / "Renderer" named with these names? shouldn't they be named Context and the "Context" class should be named Device?
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