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Add support for fast tiled rendering. #204
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erwincoumans
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skip special case in register_graphics_instance_internal, to fix color issue for some instances add option to apply apply_visual_offset, when sync_visual_transforms apply material colors from URDF (if available)
…w CUDA / PyTorch interop (for example using pycuda and pytorch) Fix depth buffer, when render_to_texture.
reduce precision to half-float for cuda interop/read-back
…nd/or link order allow to set up_axis support cylinder allow shadow map
…imulator into tiled
…itions, orientations, color, scaling and vertices without going through cpu memory
Fix vertex count in register_shape1, allow double-sided meshes in pytinyopengl3
add example to synchronize transforms from NVIDIA Warp (https://github.com/NVIDIA/warp)
add empty pump_messages handler in egl window, to fix build issue
update pybind11 headers
m.def("get_triangle_vertex_shader", &get_triangle_vertex_shader); m.def("set_triangle_vertex_shader", &set_triangle_vertex_shader); m.def("get_triangle_fragment_shader", &get_triangle_fragment_shader); m.def("set_triangle_fragment_shader", &set_triangle_fragment_shader); m.def("get_use_shadowmap_instancing_vertex_shader",&get_use_shadowmap_instancing_vertex_shader); m.def("set_use_shadowmap_instancing_vertex_shader",&set_use_shadowmap_instancing_vertex_shader); m.def("get_create_shadowmap_instancing_vertex_shader",&get_create_shadowmap_instancing_vertex_shader); m.def("set_create_shadowmap_instancing_vertex_shader",&set_create_shadowmap_instancing_vertex_shader); m.def("get_use_shadowmap_instancing_fragment_shader",&get_use_shadowmap_instancing_fragment_shader); m.def("set_use_shadowmap_instancing_fragment_shader",&set_use_shadowmap_instancing_fragment_shader); m.def("get_create_shadowmap_instancing_fragment_shader",&get_create_shadowmap_instancing_fragment_shader); m.def("set_create_shadowmap_instancing_fragment_shader",&set_create_shadowmap_instancing_fragment_shader); m.def("get_segmentation_mask_instancing_vertex_shader",&get_segmentation_mask_instancing_vertex_shader); m.def("set_segmentation_mask_instancing_vertex_shader",&set_segmentation_mask_instancing_vertex_shader); m.def("get_segmentation_mask_instancing_fragment_shader",&get_segmentation_mask_instancing_fragment_shader); m.def("get_segmentation_mask_instancing_fragment_shader",&get_segmentation_mask_instancing_fragment_shader); m.def("get_instancing_vertex_shader", &get_instancing_vertex_shader); m.def("set_instancing_vertex_shader", &set_instancing_vertex_shader); m.def("get_instancing_fragment_shader", &get_instancing_fragment_shader); m.def("set_instancing_fragment_shader", &set_instancing_fragment_shader);
…ing CUDA (together with get_shape_vertex_count and cuda_map_vbo/cuda_unmap_vbo)
…hrough warp / CUDA interop
…low for CUDA/vbo update
Expose view and projection matrices used by TinyGLInstancingRenderer
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