Comments (4)
We've been using swift shader at godot engine, but unclear if that's possible.
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My old laptop have some hardware issues, so I cannot run CUDA tests for now.
I plan to build a PC later this year (at the end of this year, probably) with nvidia graphics card, so perhaps I can setup a build bot or something to run the tests with CUDA.
Compute shader is an entirely different thing comparing with CUDA, and we rely heavily on thrust for implementing GPU algorithms, so I don't think we can use shaders instead.
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But I can have a look at the build error you encountered. Can you show me the commit hash of the version that you are trying to build?
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Thanks, but I think it's just my VSCode setup. I'll figure it out (it worked before).
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Related Issues (20)
- triangulator optimization HOT 10
- Python API: batch_hull fails bizarrely HOT 9
- CMake silently downloads Thrust HOT 3
- API Documentation link in README does not exist HOT 2
- GetMesh core dump with SparseIndices too large HOT 16
- better error handling
- Properly handle negative volume meshes HOT 3
- how to properly use runOrigialID
- Better documentation for FillRule HOT 18
- Using Manifold-3d npm package from node? HOT 3
- wasm build problem 'Failed to resolve import "./built/manifold"' HOT 7
- mesh size approximation HOT 21
- Wrong pkg-config package name for Clipper2 dependency HOT 2
- Python created object reports as non-manifold. HOT 3
- Watertightness of Mesh with an Edge Shared by 4 Faces
- vertex halfedge iterator
- Manifold 2.4.5 release tar.gz is incomplete HOT 3
- Vec out of Range HOT 8
- Python binding needs two import call HOT 4
- Manifold Decompose doesn't preserve vertex properties HOT 4
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