Skip to content

Actions: DiligentGraphics/DiligentFX

MSVC Code Analysis

Actions

Loading...
Loading

Show workflow options

Create status badge

Loading
87 workflow run results
87 workflow run results

Filter by Event

Filter by Status

Filter by Branch

Filter by Actor

PBR Renderer: added option to output custom data to render target 1
MSVC Code Analysis #234: Commit aaf655d pushed by TheMostDiligent
October 17, 2023 03:48 8m 30s development
October 17, 2023 03:48 8m 30s
Reworked PBR renderer to allow specifying graphics pipeline desc when…
MSVC Code Analysis #233: Commit 0615614 pushed by TheMostDiligent
October 17, 2023 01:31 6m 19s development
October 17, 2023 01:31 6m 19s
Reworked PBR renderer to allow specifying graphics pipeline desc when…
MSVC Code Analysis #232: Commit daa0829 pushed by TheMostDiligent
October 17, 2023 01:23 7m 53s development
October 17, 2023 01:23 7m 53s
Hydrogent: initial implementation of Hydra render pass
MSVC Code Analysis #231: Commit 826938a pushed by TheMostDiligent
October 16, 2023 22:18 8m 33s development
October 16, 2023 22:18 8m 33s
Minor update to RendererPBR.psh
MSVC Code Analysis #230: Commit 18838ca pushed by TheMostDiligent
October 14, 2023 22:18 6m 1s development
October 14, 2023 22:18 6m 1s
Hydrogent: do not include tbb.h; use pxr/imaging/hd/types.h instead.
MSVC Code Analysis #229: Commit cd0eb3e pushed by TheMostDiligent
October 14, 2023 22:16 7m 4s development
October 14, 2023 22:16 7m 4s
PBR Renderer: compute normal from direvatives if mesh normal is not a…
MSVC Code Analysis #228: Commit d8e84ce pushed by TheMostDiligent
October 12, 2023 00:06 6m 48s master
October 12, 2023 00:06 6m 48s
PBR Renderer: compute normal from direvatives if mesh normal is not a…
MSVC Code Analysis #227: Commit d8e84ce pushed by TheMostDiligent
October 11, 2023 23:34 5m 57s development
October 11, 2023 23:34 5m 57s
PBR Renderer: don't set wireframe fill mode when using line topology
MSVC Code Analysis #226: Commit 0d77637 pushed by TheMostDiligent
October 11, 2023 15:46 6m 40s development
October 11, 2023 15:46 6m 40s
GLTF Renderer: enabled PSO features based on enabled GLTF attributes
MSVC Code Analysis #225: Commit 5febc00 pushed by TheMostDiligent
October 11, 2023 02:59 6m 10s master
October 11, 2023 02:59 6m 10s
GLTF Renderer: enabled PSO features based on enabled GLTF attributes
MSVC Code Analysis #224: Commit 5febc00 pushed by TheMostDiligent
October 11, 2023 01:28 6m 7s development
October 11, 2023 01:28 6m 7s
GLTF PBR Renderer: automatically generate input layout from GLTF vert…
MSVC Code Analysis #223: Commit ffbe3a0 pushed by TheMostDiligent
October 10, 2023 07:22 6m 36s development
October 10, 2023 07:22 6m 36s
Hydrogent: set appropriate PSO flags
MSVC Code Analysis #222: Commit 7d64e31 pushed by TheMostDiligent
October 8, 2023 04:50 6m 54s development
October 8, 2023 04:50 6m 54s
Hydrogent: improved mesh sorting
MSVC Code Analysis #221: Commit 53dec6a pushed by TheMostDiligent
October 8, 2023 04:18 6m 16s development
October 8, 2023 04:18 6m 16s
PBR Renderer: reworked PSO keys
MSVC Code Analysis #220: Commit e72464b pushed by TheMostDiligent
October 8, 2023 03:36 6m 22s development
October 8, 2023 03:36 6m 22s
PBR_Renderer::CreateInfo: removed EnableMeshIdRendering member
MSVC Code Analysis #219: Commit 612a3d1 pushed by TheMostDiligent
October 8, 2023 02:30 6m 13s development
October 8, 2023 02:30 6m 13s
PBR Renderer: optimized PSO initialization
MSVC Code Analysis #218: Commit feee396 pushed by TheMostDiligent
October 8, 2023 01:51 6m 12s development
October 8, 2023 01:51 6m 12s
PBR Renderer: fixed mesh ID PSO
MSVC Code Analysis #217: Commit 14ba20e pushed by TheMostDiligent
October 8, 2023 01:24 6m 24s development
October 8, 2023 01:24 6m 24s
PBR Renderer: added wireframe mode
MSVC Code Analysis #216: Commit 70cfbc9 pushed by TheMostDiligent
October 8, 2023 00:57 6m 31s development
October 8, 2023 00:57 6m 31s
PBR Renderer: enable toggling vertex input elements on/off
MSVC Code Analysis #215: Commit dd1be1d pushed by TheMostDiligent
October 7, 2023 21:04 6m 37s development
October 7, 2023 21:04 6m 37s
PBR Renderer: enable toggling individual shader features
MSVC Code Analysis #214: Commit b807328 pushed by TheMostDiligent
October 7, 2023 02:55 5m 55s development
October 7, 2023 02:55 5m 55s
Refactoring PBR renderer to make it more flexible
MSVC Code Analysis #213: Commit 53c53ef pushed by TheMostDiligent
October 6, 2023 21:43 6m 5s development
October 6, 2023 21:43 6m 5s
FX Shader Factory: use Shader Source Factory Utils
MSVC Code Analysis #212: Commit 02cccd2 pushed by TheMostDiligent
October 6, 2023 08:08 6m 22s master
October 6, 2023 08:08 6m 22s
FX Shader Factory: use Shader Source Factory Utils
MSVC Code Analysis #211: Commit 02cccd2 pushed by TheMostDiligent
October 6, 2023 06:33 6m 40s development
October 6, 2023 06:33 6m 40s
GLTF PBR Renderer: skip empty primitives
MSVC Code Analysis #210: Commit 40fdf1b pushed by TheMostDiligent
October 4, 2023 22:10 7m 4s master
October 4, 2023 22:10 7m 4s