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https://git.code.sf.net/p/quake/quakeforge
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da39bb2df3
I was reading about multi-pass rendering on mobile devices (https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/) and discovered that I had used the wrong flags (but then, I think Graham Sellers had, too, since used his Vulkan Programming Guide as a reference). Doesn't seem to make any difference on desktop, but as there's no loss there, but potential gains on mobile, I'd say it's a win. |
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audio | ||
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gamecode | ||
gib | ||
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models | ||
net | ||
qw | ||
ruamoko | ||
util | ||
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Makemodule.am |