| Filename | Latest commit message | Latest commit date |
|---|---|---|
MSAA and depth textures are now sized to the shader widget's clip bounds instead of the full surface. The resolve writes to a matching clip-sized intermediate texture; a blit pass (blit.wgsl, viewport trick) then copies the result to the exact clip region of the surface target, leaving all other widgets untouched. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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| .. | ||
| hatch_gpu.rs | ||
| image_gpu.rs | ||
| mesh_gpu.rs | ||
| mod.rs | ||
| uniforms.rs | ||
| viewcube.rs | ||
| wire_gpu.rs | ||