4 Open Issues Need Help Last updated: Aug 9, 2025

Open Issues Need Help

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Uncategorized Unknown

AI Summary: The task requires adding new functions to the Gloobie project's GPU abstraction layer to dynamically determine and expose the maximum supported texture size. This information is needed for compatibility with FrooxEngine.

Complexity: 4/5
good first issue gpu client feature parity
Uncategorized Unknown

AI Summary: Implement support for `TextureWrapMode.MirrorOnce` in the Gloobie renderer. This involves checking for the availability of the necessary extensions (KHR_sampler_mirror_clamp_to_edge for Vulkan, D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE for D3D12, MTLSamplerAddressMode.mirrorClampToEdge for Metal) and using them when available. Shader emulation will be needed for unsupported cases, but that can be a follow-up task.

Complexity: 4/5
good first issue gpu client feature parity
Uncategorized Unknown

AI Summary: Implement trilinear filtering in the Gloobie renderer by changing the `SamplerCreateInfo.mipmap_mode` to `linear` in the `Texture.zig` file. This requires modifying the texture filtering logic to conditionally use bilinear or trilinear filtering based on user settings or other factors.

Complexity: 3/5
good first issue gpu client feature parity
Uncategorized Unknown

AI Summary: Implement support for additional texture formats in the Gloobie renderer to match FrooxEngine's capabilities. This involves adding support for several linear and sRGB texture formats (RGB24, ARGB32, RGB565, ARGBHalf, ARGBFloat, ETC2 variants, BC4, BC5, BC6H, etc.) to the `Texture.zig` file.

Complexity: 4/5
good first issue gpu client feature parity performance