-
Notifications
You must be signed in to change notification settings - Fork 0
All issues
Issue creation is restricted in this repository
Issues
is:issue state:open
is:issue state:open
Search results
Point shadows break up when the camera moves, and four hypotheses have been ruled out
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsbugSomething isn't workingSomething isn't workingdifficulty:hardTarea compleja, requiere investigaciónTarea compleja, requiere investigaciónpriority:highAlta prioridadAlta prioridadStatus: Open.#873 In lobinuxsoft/kooch;research: let a project define render passes in Rust, and have the editor pick them up
area:editorEditor — panels, inspector, asset browser, gizmos, project flowEditor — panels, inspector, asset browser, gizmos, project flowarea:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:hardTarea compleja, requiere investigaciónTarea compleja, requiere investigaciónenhancementNew feature or requestNew feature or requestpriority:lowBaja prioridad, nice-to-haveBaja prioridad, nice-to-haveStatus: Open.#872 In lobinuxsoft/kooch;research: a small neural upscaler of our own, inferred in WGSL compute
area:gpuGPU primitives — compute, workgroup, custom systems APIGPU primitives — compute, workgroup, custom systems APIarea:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:hardTarea compleja, requiere investigaciónTarea compleja, requiere investigaciónenhancementNew feature or requestNew feature or requestperformancePerformance optimization / hot path / scalingPerformance optimization / hot path / scalingpriority:lowBaja prioridad, nice-to-haveBaja prioridad, nice-to-haveStatus: Open.#871 In lobinuxsoft/kooch;fix(ci): two PRs open at once both bump to the same version
bugSomething isn't workingSomething isn't workingStatus: Open.#869 In lobinuxsoft/kooch;feat(render): one page pool for every cached thing — bricks, clipmap, invalidation by reach
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:hardTarea compleja, requiere investigaciónTarea compleja, requiere investigaciónenhancementNew feature or requestNew feature or requestnext-sessionContinuar en la próxima sesiónContinuar en la próxima sesiónperformancePerformance optimization / hot path / scalingPerformance optimization / hot path / scalingpriority:highAlta prioridadAlta prioridadStatus: Open.#866 In lobinuxsoft/kooch;perf(render): the shading pass fetches 96 bytes of vertex per pixel
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsnext-sessionContinuar en la próxima sesiónContinuar en la próxima sesiónperformancePerformance optimization / hot path / scalingPerformance optimization / hot path / scalingpriority:mediumPrioridad mediaPrioridad mediaStatus: Open.#865 In lobinuxsoft/kooch;Four cubes for a hundred lights, chosen by where you stand
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:mediumComplejidad moderadaComplejidad moderadapriority:highAlta prioridadAlta prioridadStatus: Open.#849 In lobinuxsoft/kooch;A point light's cube cache is invalidated by anything that moves, anywhere
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:mediumComplejidad moderadaComplejidad moderadaperformancePerformance optimization / hot path / scalingPerformance optimization / hot path / scalingpriority:highAlta prioridadAlta prioridadStatus: Open.#847 In lobinuxsoft/kooch;One contact march per pixel, for the light that lit it hardest
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:mediumComplejidad moderadaComplejidad moderadaperformancePerformance optimization / hot path / scalingPerformance optimization / hot path / scalingpriority:highAlta prioridadAlta prioridadStatus: Open.#845 In lobinuxsoft/kooch;The editor never says which version it is
area:editorEditor — panels, inspector, asset browser, gizmos, project flowEditor — panels, inspector, asset browser, gizmos, project flowdifficulty:easyTarea sencilla, buen punto de entradaTarea sencilla, buen punto de entradapriority:mediumPrioridad mediaPrioridad mediaStatus: Open.#843 In lobinuxsoft/kooch;Bump the version from the commits, on every merge — release-please cannot see this branch
difficulty:mediumComplejidad moderadaComplejidad moderadaneeds-decisionRequiere decisión de diseño antes de implementarRequiere decisión de diseño antes de implementarpriority:highAlta prioridadAlta prioridadStatus: Open.#842 In lobinuxsoft/kooch;The four point-shadow cubes go to whoever is nearest, and swap every time the viewer moves
area:renderRender pipeline — passes, materials, post-processing, sky, shadowsRender pipeline — passes, materials, post-processing, sky, shadowsdifficulty:mediumComplejidad moderadaComplejidad moderadapriority:highAlta prioridadAlta prioridadStatus: Open.#841 In lobinuxsoft/kooch;