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2020.06 release #411

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87 tasks done
mosra opened this issue Jan 1, 2020 · 7 comments
Closed
87 tasks done

2020.06 release #411

mosra opened this issue Jan 1, 2020 · 7 comments
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@mosra
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mosra commented Jan 1, 2020

Should have been 2019.12, but hey -- I took a (semi-)break and survived until 2020!

There's a ton of little things, so better list them so I don't forget:

Stretch goals:

  • CUDA device selection in WindowlessEglApp so Habitat can throw away their implementation -- CUDA device selection support #449
  • Minimal instancing in Phong/Flat -- a1f1f66, 55685ea
  • 2D MeshVisualizer shader
    • which can also take texture coordinates of a 3D mesh and visualize the UV layout postponed
  • TBN and primitive visualization in MeshVisualizer
  • Outlier removal in DebugTools::CompareImage (also visualize those somehow .. with a box?) postponed
  • Aligned allocation (Utility/Memory.h, which could be used for stuff like magic ring buffers or non-reallocating arrays in the future also) postponed
  • printing just file info in magnum-imageconverter without doing anything else -- 92655c7
    • and add a minimal sceneconverter with the same -- 1c51b98
@mosra mosra added this to the 2020.0a milestone Jan 1, 2020
@ytain
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ytain commented Jan 11, 2020

Regarding TextureTools::atlas() there are two suggestions:
https://github.com/juj/RectangleBinPack
https://github.com/TeamHypersomnia/rectpack2D

And I wanted to bring you attention to additional stuff that might give you ideas later on the road:
https://github.com/azhirnov/FrameGraph
https://github.com/acdemiralp/fg
Those two will assist more the Vulkan and OpenGL AZDO paths.

//Edit
Forgot to mention also a serialization suggestion, header only
https://github.com/USCiLab/cereal (of course you could ignore the xml and json part of the serialization, and I'm not sure if it's zero-copy).
//Edit

Best regards

@mosra
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mosra commented Jan 15, 2020

@ytain thank you! Yes, that thing from TeamHypersomnia is what I wanted to implement, as it's pretty small at its core.

Serialization (or its beginnings at least) will be done as part of #371. I really wanted to try something totally different here (with deserialization taking exactly 0 instructions), will see how it goes.

@aristotaloss
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This might be or not be a stretch, but it could be interesting: through MoltenVK you might be able to add Metal as a render target, making the iOS/Mac support better since Apple is now so heavily pushing Metal (even deprecating OpenGL). Just an idea - it would be really interesting since mobiles are our primary target and Magnum seems really great :)

@mosra
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mosra commented Jan 19, 2020

@Velocity- That's the plan, in fact :) Though probably won't fit into this release, the list above is quite long already.

@alanjfs
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alanjfs commented Jan 19, 2020

Powered By Magnum

You should have a logo printed up of that, happy to put that in the README of the project. ^__^

@ytain
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ytain commented Feb 5, 2020

With regard to framegraph stuff that I mentioned in an earlier post of mine in this thread, you can see the benefits of using a framegraph approach to make a performant 3d engine.

Case in point, there's a graph showing which GPU states are expensive when changing:

https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-state/46#46

Best regards

@mosra mosra changed the title 2020.02 release 2020.04 release Mar 16, 2020
@mosra mosra changed the title 2020.04 release 2020.06 release Jun 26, 2020
@mosra
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mosra commented Jul 3, 2020

🎉 All done, finally. Release notes here: https://blog.magnum.graphics/announcements/2020.06/

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