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code cleanup. fix type mismatch. simplify & speedify. revert rapidjson NOT for android #87
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the roughness change to more powerful, I see that ONB and GGX Sampling is tweaked, is currently the right one? |
seems the previous roughness is always wrong, currently is the right one... I will adjust some materials in example scenes |
I read sources of nvpro_core and take many talks with devs and understand more right ways. Also I use clang with Visual Studio and this compiler show me errors. Also I get your last release to rework to my version of gkNextRender and I see types mismatch in materialId and some places where uint is ok but you use int. My version of your renderer use accumulate, rgba32f, open file by nativefiledialog-extended, gltf and glb, pack vertex data - I use 6 uints/floats vs your 9. Also in my version I use hdris file name select dropdown vs your change number... |
Some of my talks with authors of nvpro_core |
didn't see the 6 floats pack in your forked repo, did you packed normal, texcoord, matid into 3 dword? it will down the memory bandwidth, did that help performance on raytracing? |
I push to my fork all I want to share. how I make Vertex usage of memory smaller compress.glsl |
It use smaller memory amount and unpacking dont use too much time. on c++ side This approach with f16vec2/u16vec2 I found in older builds of https://github.com/spnda/vk_gltf_viewer and with talks by Discord with author (spnda) |
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