* Add linker options to add SONAME to the linked target so Android apps can dynamically resolve the library location from known locations (as opposed to a hard coded location often residing on the host cross compiling filesystem.
linked issue is,
https://github.com/bkaradzic/bgfx/pull/2176
* Kepp orginal code for linkoptions in the previous configuration block and add the additional linker flags for each Debug/Release configuration.
* Add comma character to EOL to match orginal code.
* Added shaderc default defines to docs
* Update tools.rst
* Update tools.rst
* WIP new D bindings
* New bindings "nearly done"
* More unfinished changes
* Nearly done; ctors still don't work
* Bindings auto-generation is done
* New auto-generated D bindings
* Reduced D bindings file count back to 2
---------
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* First commit - tested with dx11 on windows
* Minor changes & adding some comments.
* Update hextile.cpp
* update some bin files
* rename texture
* minor comment update
* Added support to configure tile rate as well as tile rotation strength, update bin files & screenshot
* use texture from polyhaven, updated screenshot, updated bin files & minor changes to shader.
* missed pushing texture
* update license
* Update hextile.cpp
* Fix regular tiling
* use ktx with mipmaps
* minor change to ensure that regular tiling & hextile matches with default tile rate.
* minor c
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Added example 48-multidrawindirect
* Added example 48-multidrawindirect
* enable shader.mk to build directories that only have compute shaders
* compiled shaders for example 48
* MultidrawIndirect example renamed to DrawIndirect, sets draw mtx in compute
* update 48-drawindirect shaders
* fix typos
* fixed bgfx::setPlatformData change for example48
* fix docs
* added name to cs_drawindirect.sc
* style updates for example 44
* add slider to example 48-drawindirect
* examples: Add imageformats example
Example which renders RGBA color wheel, alpha gradient and full value channel textures to
catch conversion errors and bad internal type representations between different backend
renderers.
The example uses bimg to convert from a master texture to different textures.
Each texture is rendered in an ImGui list using `ImGui::Image`. A close-up is visible
when hovering over each image.
U and I textures are skipped because they don't work for sampling.
Compressed textures are skipped because they don't have conversion functions.
Depth textures are not rendered because they don't work with channels.
* pixelformats: Present texture format in table
* Update pixelformats.cpp
* Update pixelformats.cpp
* pixelformats: Update screenshot
* pixelformats: Add checkerboard background
Co-authored-by: Michał Cichoń <michcic@gmail.com>
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* new example
new tess example
* renaming
Rename clock to counter...
* clean
Remove comments
* clean up
removed vector and const char* path
* ups
Removing compiled shaders...