Gargaj on macos-catalina
add macos demployment target (compare)
github-actions[bot] on 2022-08-20
Gargaj on master
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on ndiworkflow
add ndi building into workflow (compare)
Gargaj on master
Fix build on arm Patch by: Rob… (compare)
Gargaj on 2022-08-03
main.cpp
, so in the mac release it should be in ./Bonzomatic.app/Contents/MacOS/
folder, that is why it wasn't available for me at first. Thanks guys. Any help with the vulkansdk and the build processes?
Not sure I can send My code here but here is the gist of it :
SamplerState NearestSMP {
Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
Then :
float3 map = ColorMap.Sample( NearestSMP, uv);
Result is "Blurry" while I expected Sharp. I'm trying to do a ColorMask with Linear Sampling that gives a 0-8 index into a ColorMap 16x16px that contains 2x16 Palettes of 8 Colors. And this one, the palette map, needs to be sampled precisely.