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https://git.code.sf.net/p/quake/quakeforge
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b2d4fa0ccf
This allows a single render pass description to be used for both on-screen and off-screen targets. While Vulkan does allow a VkRenderPass to be used with any compatible frame buffer, and vkparse caches a VkRenderPass created from the same description, this allows the same description to be used for a compatible off-screen target without any dependence on the swapchain. However, there is a problem in the caching when it comes to targeting outputs with different formats. |
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audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |