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Hello. How to use Nvidia conservative rasterization in lwjgl 2? This possible only in lwjgl3?! And why? I want to Minecraft make ray traced reflections with voxels support.
The text was updated successfully, but these errors were encountered:
public final class NV_conservative_raster
{
// Accepted by the parameter of Enable, Disable, IsEnabled
public final static int CONSERVATIVE_RASTERIZATION_NV = 0x9346;
// Accepted by the parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv
public final static int SUBPIXEL_PRECISION_BIAS_X_BITS_NV = 0x9347;
public final static int SUBPIXEL_PRECISION_BIAS_Y_BITS_NV = 0x9348;
public final static int MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV = 0x9349;
}
You could also submit a pull request that adds NV_conservative_raster. The LWJGL extension templates are fairly simple, see NV_multisample_coverage as an example.
Hello. How to use Nvidia conservative rasterization in lwjgl 2? This possible only in lwjgl3?! And why? I want to Minecraft make ray traced reflections with voxels support.
The text was updated successfully, but these errors were encountered: