Comments (1)
Divide into 2 steps to make this move a little smoother. In v4.10, the requirements are:
- For deferred rendering framework
- Shader model 4+ (D3D 10 +, OpenGL 3+, OpenGLES 3+)
- MRT > 2
- Float texture read/write
- etc
- For others
- D3D 9.3+
- OpenGL 3.1+
- OpenGLES 2.0+
A typical lowest-end GPU would be Intel HD 3000.
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Related Issues (20)
- Faster skin rendering
- cling based C++ as scripting language / hot code reload
- Struct support in fxml
- Integrate motion blur into DeferredRendering pipeline
- Engineering improvements for 4.17
- A bug about loading "RenderableHelper.fxml" HOT 1
- Command buffer-based rendering system
- build fail on win HOT 1
- Resource view heap support in rendering system HOT 1
- Unable to build HOT 1
- DXBC2GLSL bug HOT 2
- Imgui integration
- DXBC2GLSLCmd bug: false in const struct DXBCInputBindDesc &__cdecl GLSLGen::GetResourceDesc HOT 1
- D3D12 descriptor heap allocator
- Cmake failed because of UniversalDXSDK HOT 1
- Cmake failed when downlaoding dependencies HOT 1
- Cleanup material system
- An error when "python Build.py" HOT 1
- computer shader(DXBC) to GLSL HOT 4
- How to build from source on MSYS2 MINGW64? HOT 6
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