Vulkan
msdf-atlas-gen
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Vulkan | msdf-atlas-gen | |
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70 | 8 | |
9,628 | 662 | |
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9.3 | 6.1 | |
5 days ago | 7 days ago | |
GLSL | C++ | |
MIT License | MIT License |
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Vulkan
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Usages for vkCreateHeadlessSurfaceEXT
PS. I have tried to use vulkan-wsi-layer (https://gitlab.freedesktop.org/mesa/vulkan-wsi-layer) to support the VK_EXT_headless_surface, and use sample in https://github.com/SaschaWillems/Vulkan to builed a headless version triange. However, it failed at acquireNextImage from the swapchain.
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.
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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)
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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).
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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.
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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.
- Check out the Feb 2023 Vulkan Ecosystem Survey Results!
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With GPT-4, as a Software Engineer, this time I'm actually scared
Second, you need to learn the basics of Vulkan API, such as how to create instances, devices, queues, swapchains, command buffers, pipelines, shaders, etc. You can find some useful tutorials and examples on https://vulkan-tutorial.com/ , https://vkguide.dev/ , https://github.com/SaschaWillems/Vulkan34, etc.
- Greetings. I went through the Vulkan tutorial, but I'm really stuck going beyond this point. Any word?
msdf-atlas-gen
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Best approach to render a lot of text.
There are tools for making sdf textures like this(msdf-atlas-gen). It has a windows executable to generate the textures.
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Vulkan Pipeline Settings for SDF Font Render
I'm am fairly new to Vulkan and graphics programming as a whole, and I'm currently trying to render text from a SDF Font atlas (the file is a bitmap). I used the MSDF-atlas-generator to get the atlas and used a boost library to parse the json file which contained the atlas bounds for the specific characters. With the default shader code I have written, (from Vulkan tutorial) my characters render but with a soft edge as in how they're shown in the atlas.
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Sharing Saturday #395
Floating text. This was long overdue, and was kinda reminded of its importance from /u/nesguru 's updates (similar tileset, but Legend already has floating text). So, I went on to implement something. While I'm using Unity, I do not want to use that "£!$%^ Canvas system, and TextMeshPro (which is the go-to solution for such text) uses Canvas, so ... I had to roll my own solution! There's a paper from Valve for SDF fonts, and some nice person developed an extension for that, which addresses a few issues. So, I went on to implement that, which involved picking some free font online (I chose Roboto Slab from Google Fonts), converting it into a texture, preparing a special JSON with configuration, and a few shaders and a special particle system later, Let There Be Text!. I copied a bit the idea from Tangledeep where floating text goes into random directions sometimes (although there's a now-fixed bug in the video, and text goes left-ish only), and I've also added support for a typewriter effect to be used in certain cases (when characters talk in to-be-developed cutscenes etc)
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Learn Wgpu tutorial updated to 0.10
I think I might be using (maybe my fork of) https://github.com/Chlumsky/msdf-atlas-gen with some cxx-rs bindings for the text rendering portion of things; I'm curious, would you be interested in such a crate?
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Ever heard of Vector Textures?
msdf-atlas-gen is a version specifically for text.
What are some alternatives?
msdfgen - Multi-channel signed distance field generator
vulkano - Safe and rich Rust wrapper around the Vulkan API
vulkan-guide - Introductory guide to vulkan.
vk-bootstrap - Vulkan Bootstrapping Iibrary
tinyrenderer - A brief computer graphics / rendering course
Vulkan-Samples - One stop solution for all Vulkan samples
Vulkan-Guide - One stop shop for getting started with the Vulkan API
gtec-demo-framework
VulkanApp - A repository for a graphics engine developed with Vulkan
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
Vulkan-ValidationLayers - Vulkan Validation Layers (VVL)