Vulkan
Our great sponsors
Vulkan | gtec-demo-framework | |
---|---|---|
70 | 42 | |
9,710 | 241 | |
- | 2.5% | |
9.3 | 4.8 | |
1 day ago | about 2 months ago | |
GLSL | C++ | |
MIT License | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Vulkan
-
Usages for vkCreateHeadlessSurfaceEXT
Samples in https://github.com/SaschaWillems/Vulkan have shown how to use vkCreateHeadlessSurfaceEXT. But these headless samples crash at acquireNextImage from the swapchain. Now I guess the problem lies in the vulkan-wsi-layer.
-
offscreen rendering vs render to texture
This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
-
Question about descriptor buffers.
Hi, I'm messing with descriptor buffers but I've came across certain issues I can't seem to solve. I'm using this tutorial as reference. I've tried UBOs and SSBOs, it works perfectly and there is no need to change the buffers offsets when recording a command buffer because I can access them by index like this:
-
Need help learning descriptor sets
Hi I am trying to learn Vulkan for an upcoming project and I have so far found everything to be straight forward if very verbose. I have now come to descriptor sets, layout bindings and the so forth and it's got more confusing than I can work out. I have been following this github repo for a headless compute example and it works fine as it is. But when I tried to add an additional storage buffer to the test shader than it comes with I am unable to copy the data over instead just getting a whole collection of 0's.
- Sascha Willems bloom example dependency management
-
Vulkan ray tracer with fog and stuff
P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
-
Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
-
Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
-
I've been working on a real-time ray tracing renderer
It's not a tutorial but I'd recommend Sascha Willems examples. A good next step could be adding models and shadows (see https://github.com/SaschaWillems/Vulkan/tree/master/examples/raytracingshadows). It's a single file but you can easily understand what each function does.
-
Add a second texture to Sascha Willems glftLoading app
Exactly as u/aerorang said. I recommend comparing your linked example with Sascha's gtTF Scene rendering example where he adds a normal map along with the base albedo texture. He also marked important parts of the code with the POI keyword, so you can search for them in the code.
gtec-demo-framework
-
Fixed/Framerate-Independent Timestep for "pixel-perfect" 2D games?
While the principle in that article is correct it’s unfortunately a lot more complex to solve correctly. See my answers to a similar problem here. You can also check this app
-
Confused about sRGB swapchain format, the displayed colors looks wrong
Here are some details that should help. You can also look at this example
-
How did they create the grid and its distortions in Geometry Wars? Is there an algorithm for this?
There is also this implementation.
-
Making UI Library (OpenGL) in your engine
Take a look at this
-
Any ideas why my gl es2 animation is blurry/ghosted? Looks the same if rotation is done in shader or done by directly modifying with vertex attrib pointer. Using egl wayland and gles2
You could try running the samples from the NXP demo framework to see if they show the same behavior. I expect the GLES2.S06_Texturing sample would be easy to see it on.
-
Any topics about advanced text rendering?
If op decides to use bitmap fonts for small sizes there is some valuable tips here
-
A new build system for C/C++ - lean, statically typed, cross-platform, easily bootstrappable
Well here is a real world large project with 452 packages and 170 applications that run on five operating systems that has been using this since 2014.
-
OctaneGUI August 2022 Update
Does it handle DPI properly? If not you might find this useful.
-
GUI USING OPENGL
Check this guide
-
How can I render textures so that their curves don't look terrible and are smooth?
Maybe this can help.
What are some alternatives?
vulkano - Safe and rich Rust wrapper around the Vulkan API
dat.gui - Lightweight controller library for JavaScript.
vulkan-guide - Introductory guide to vulkan.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
vk-bootstrap - Vulkan Bootstrapping Iibrary
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
msdf-atlas-gen - MSDF font atlas generator
OctaneGUI - OctaneGUI is a renderer agnostic multi-window multi-platform UI library for C++.
tinyrenderer - A brief computer graphics / rendering course
Vulkan-Samples - One stop solution for all Vulkan samples
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies