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pbr
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3D engine focusing on modern rendering
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Jun 4, 2022 - C++
A modern cross-platform low-level graphics library and rendering framework
gamedev
opengl
graphics-engine
rendering
vulkan
directx
graphics-programming
renderer
d3d12
d3d11
raytracing
opengl-es
ibl
pbr
graphics-library
ray-tracing
3d-engine
directx11
directx12
vulkan-game-engine
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Jun 1, 2022 - Batchfile
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A shader-based software renderer written from scratch in C89
c
cross-platform
shaders
graphics
software-rendering
rendering
graphics-programming
ibl
pbr
from-scratch
3d
3d-graphics
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Mar 6, 2021 - C
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Dec 23, 2021 - HLSL
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Oct 12, 2019
Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator
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Apr 6, 2022 - TypeScript
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
editor
c-plus-plus
opengl
game-engine
data-oriented-design
data-driven
cpp14
game-development
ecs
entity-component-system
gtkmm
pbr
resource-manager
3d
3d-game-engine
3d-editor
planet-generator
real-time-rendering
planet-renderer
ecs-framework
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May 30, 2022 - C++
An open-source format and tools for game developers 🎮
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Nov 4, 2020 - C#
spease
commented
Jul 12, 2018
Using the pattern in the examples on the website, MultiBar::listen will likely hang if an error occurs as the ProgressBar::finish function will never get called. It'd be nice if listen would stop blocking if there aren't any more progress bars.
webgl
library
frontend
graphics
image-processing
particles
renderer
pbr
3d
shadow-mapping
webgl-library
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Aug 24, 2020 - JavaScript
Vulkan RTX path tracer with a declarative ES7-like scene description language.
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Nov 2, 2019 - C++
c
gamedev
lua
game-engine
game-development
luajit
game-framework
assimp
public-domain
unlicense
pbr
3d
2d
3d-graphics
3d-engine
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Jun 4, 2022 - C
Vulkan Real-time Path Tracer Engine
vulkan
path-tracer
raytracer
brdf
raytracing
pbr
raycasting
rtx
rasterization
gpu-programming
light-simulation
raycaster-engine
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Oct 10, 2021 - C++
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Apr 20, 2022 - HTML
Madumpa's URP Stylized Lit Shader Repository
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Apr 10, 2022 - C#
DirectX 11 Renderer written in C++11
light
bloom
gpu
engine
multithreading
scene
assimp
renderer
lighting
milestones
ssao
pbr
shadow
deferred-rendering
directx-11
compute-shaders
pbr-shading
latest-visual-studio
sponza
gpu-profiler
point-light
directional-lights
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Jan 29, 2021 - C++
Ray tracing glTF scene with Vulkan
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Mar 11, 2022 - C++
Clustered shading implementation with bgfx
shaders
graphics
bgfx
pbr
physically-based-rendering
hdr
tone-mapping
clustered-shading
deferred-shading
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Oct 25, 2020 - C++
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In
zebra/rt_netlink.c
, we callvrf_lookup_by_id()
when we get a route to find the associated vrf object for that table.This should be improved to be a hash table mapping of Table ID to
zebra_vrf
object.You would need to create a hash table probably in
zebra/zebra_vrf.h
that uses thetable_id
hash as a key and then update the code invrf_lookup_by_id()
to use this.This shoul