GLSL
LearnOpenGL
GLSL | LearnOpenGL | |
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27 | 624 | |
316 | 10,261 | |
1.3% | - | |
6.0 | 3.8 | |
about 2 months ago | 9 days ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
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GLSL
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Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
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GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
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New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the Vulkan® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
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Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
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You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
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Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
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Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
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Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
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Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
LearnOpenGL
- Learn OpenGL eBook
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
[1]: https://learnopengl.com/
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Making Small Games, Which Is Fun in Itself
I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive.
Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
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Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
https://learnopengl.com
- I’m Bored AF!
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Looking to get started
and then https://learnopengl.com/
- Ajutor in privinta incercarii a face un joc
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Is a bounding volume a mesh? (for visualization)
I'm reading the guest article about frustum culling on learnopengl.com and there's a video demonstrating how it works and for debug purposes they have a bunch of spheres turning red or green which I assume means they're being culled or not so my question is if I wanted to do this do I have to make a mesh for whatever bounding volume shape or is there a specific method for something like this?
What are some alternatives?
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
raylib - A simple and easy-to-use library to enjoy videogames programming
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
vuh - Vulkan compute for people
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
ocl - OpenCL for Rust
sokol - minimal cross-platform standalone C headers
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
bevy - A refreshingly simple data-driven game engine built in Rust
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
SFML - Simple and Fast Multimedia Library