pbr
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C++ game engine focusing on modern rendering techniques and performance.
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Oct 25, 2020 - C++
In zebra/rt_netlink.c, we call vrf_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 the table_id hash as a key and then update the code in vrf_lookup_by_id() to use this.
This shoul
A modern cross-platform low-level graphics library and rendering framework
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Oct 23, 2020 - C++
A shader-based software renderer written from scratch in C89
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Aug 16, 2020 - C
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Nov 19, 2018 - HLSL
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Oct 12, 2019
An open-source format and tools for game developers
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Mar 22, 2019 - C#
Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language.
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Nov 2, 2019 - C++
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.
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Aug 24, 2020 - JavaScript
A personal game engine
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Oct 21, 2020 - C++
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Oct 21, 2020 - HTML
Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator
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Oct 25, 2020 - TypeScript
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
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Feb 12, 2020 - C++
DirectX 11 Renderer written in C++11
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Feb 3, 2020 - C++
Yet Another Vulkan Engine
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Aug 26, 2020 - C++
General purpose engine written in C++ with emphasis on materials rendering (PBR, clear coat, anisotropy, iridescence)
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Apr 19, 2019 - C++
Clustered shading implementation with bgfx
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Oct 25, 2020 - C++
A portable modern OpenGL Game-Engine with focus on PBR
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Sep 19, 2020 - C++
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Hi,
Sorry for asking sceneform related bug here but since the repo is archived didn't have other options.
This is related to the sceneform related bug google-ar/sceneform-android-sdk#1039
My question is there a way to directly use filament to find the bones position that are exported in the model and