Note: This page hosts examples for the VK_KHR_synchronization2 APIs - examples for the original synchronization APIs are now hosted here: https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples-(Legacy-synchronization-APIs) Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulk
There's "documented" and there's "coded" - I massively prefer coded, as code is clear. One problem with the ancient VRML specification was that the shader (and other) behavior wasn't specified, and 5 browser plugins and viewers implemented 5 different models (gamma correction "per surface" on and off, specular computed with the light at infinity vs. locally (back when we used to carefully count in
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
処理を実行中です
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く