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- What is Vulkan and how does it differ from OpenGL?
Vulkan is a low-overhead API designed to bring code “closer to metal”, boosting performance and efficiency It is based on AMD’s Mantle API, and the final spec is expected later this year In this post - A Brief Overview Of Vulkan API - Toptal Technical Editor Nermin Hajdarbegovic explains why Vulkan could be a big deal in the long run
- Vulkan SSBO Array Of Structs - Game Development Stack Exchange
I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader I believe I'm missing something fundamental here because the 1st struct in the array works but all others give garbage data Heres what I'm doing: C++ I've got a simple struct defined: struct InstanceData { glm::mat4 model; };
- Vulkan: Unable to render using multiple view ports
I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull I used this code sample as a reference point The problem is that when I attempt to draw two side by side (splitscreen) views of a scene I am unsuccessful Pipeline Initialisation
- Frame graph in Vulkan: from theory to implementation
In Vulkan the whole pipeline (with the corresponding render pass) must be pre-built So the rebuilding of the whole graph every frame can be a bottleneck as I can imagine The pipeline cache could speed up things (in theory) but avoiding sudden frame-rate drops is top priority
- What is the correct way to render to a cubemap using Vulkan?
There is nothing in the Vulkan specification that prevents you from using an image of a cubemap texture as a color attachment image in a VkFramebuffer in a render pass instance So you would simply do that: create a cubemap image, and use it in the framebuffer of a render pass instance
- vulkan - How does a subpass dependency guarantee the layout transition . . .
External subpass dependencies Render passes in Vulkan have a concept of EXTERNAL subpass dependencies This is arguably the most misunderstood aspect of Vulkan sync I’d like to dedicate a section to this, because too many developers are lured into using it in cases where it’s not terribly useful and very likely to cause bugs
- Vulkan vertex and UV coordinates incorrectly mapped
I'm using Vulkan to try and render a GLB cube mesh (as a simple example) with a UV texture in my game engine I've already tried the below to try to map the coordinates to Vulkan space with the SharpGLTF nuget package:
- c++ - Update index buffer in Vulkan at run-time - Game Development . . .
What is Vulkan and how does it differ from OpenGL? 2 Vulkan Error: cmd buffer submit cant use image
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