forked from Misaki/GhostEngine
Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
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@@ -231,7 +231,7 @@ public unsafe static class MeshBuilder
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public static void ComputeTangents(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
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{
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using var scope = AllocationManager.CreateStackScope();
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var bitangents = new UnsafeArray<float4>(vertices.Count, Allocator.Stack);
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using var bitangents = new UnsafeArray<float4>(vertices.Count, Allocator.Stack);
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for (var i = 0; i < indices.Count; i += 3)
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{
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