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Vulkan-glTF-PBR reviews and mentions
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Sascha Willems' glTF PBR demo animations question
The code in Node::update() here https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/base/VulkanglTFModel.cpp seems to tank FPS when multiple nodes share the same skin during animation - if a skin has 100 joints and 30 nodes use the skin - that's 3000 node transformations per frame.
- Issue with fragment shader-based tangent/binormal calculations
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Hi! This is my Vulkan renderer called Croissant. I decided to learn Vulkan and graphics techniques by creating a renderer. Although it is still a work in progress and lacks several features, I hope that sharing my project may be helpful to others who are also learning!
Vulkan physically-Based Rendering by SaschaWillems
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How to design a material system?
Yes, solving the problems inherent with shader graphs is likely not worth your time, take longer than the project itself, and not something that's going to be particularly helpful in professionally developing your skills in graphics. You can of course create a UI to configure the shaders you already have, similar to displaying and configuring this, and that might prove useful to you testing out rendering, but that's basically configuring a bunch of menus, easier to do, and no need for generic shader graph components, display, or compilation of those components.
- are there any Tutorials for CGLTF, or tinyGLTF, i've found none so far.
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Stats
SaschaWillems/Vulkan-glTF-PBR is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of Vulkan-glTF-PBR is C++.
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