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webgpu

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Babylon.js
Drigax
Drigax commented Sep 15, 2020

See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26

Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7

Currently when we export specularGlossiness PBRMaterials via _GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsync

We combine albedo + glossiness textures into Base64 texture string, stripping all

wgpu
jinleili
jinleili commented Jan 25, 2022

Test device: Google Nexus 5x(Android 8.1.0)
Backend: VULKAN

2022-01-25 10:55:31.018 27110-27110/name.jinleili.wgpu W/wgpu_hal::vulkan::ada..: sample_rate_shading feature is not supported, hiding adapter: Adreno (TM) 418
2022-01-25 10:55:31.019 27110-27110/name.jinleili.wgpu A/libc: Fatal signal 6 (SIGABRT), code -6 in tid 27110 (e.jinleili.wgpu), pid 27110 (e.jinleili.wgpu)

<deta

Paddle.js is a web project for Baidu PaddlePaddle, which is an open source deep learning framework running in the browser. Paddle.js can either load a pre-trained model, or transforming a model from paddle-hub with model transforming tools provided by Paddle.js. It could run in every browser with WebGL/WebGPU/WebAssembly supported. It could also run in Baidu Smartprogram and WX miniprogram.

  • Updated Jan 29, 2022
  • JavaScript
OmarShehata
OmarShehata commented Dec 11, 2021

Right now the compute rasterizer only supports a simple list of triangles. It would be a good exercise to add support for an index buffer to support more complex models without using too much memory. You'll need to:

  • Create another buffer, similar to the vertex buffer, that holds indices into the vertex buffer, and send that to the compute shader
  • Change how many times the compute dispatches

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