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Add support for fast tiled rendering. #204

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Add support for fast tiled rendering. #204

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erwincoumans and others added 30 commits June 26, 2022 02:38
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
…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)
erwincoumans and others added 19 commits December 8, 2022 07:38
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)
Expose view and projection matrices used by TinyGLInstancingRenderer
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