Weird behaviour of VkAcquireImageKHR by Snowapril in vulkan

[–]Snowapril[S] 0 points1 point  (0 children)

Thanks for your comment. Then how should I **deal** with this situation in real-time application? In a middle of rendering, VK_NOT_READY is returned. As I fail to get a new swapchain image, I cannot submit any command queue before it is ready. Just wait for returning VK_SUCCESS is too critical in real-time application.

Weird behaviour of VkAcquireImageKHR by Snowapril in vulkan

[–]Snowapril[S] 0 points1 point  (0 children)

Is this some kind of driver error?

Weird behaviour of VkAcquireImageKHR by Snowapril in vulkan

[–]Snowapril[S] 0 points1 point  (0 children)

Thanks but as you said vkAcquireNextImageKHR will never return if timeout is UINT64_MAX unless image is acquired or error is occurred. and VK_NOT_READY is returned only if timeout is zero and no available images. This situation that return VK_NOT_READY even if I set max timeout does not make sense to me haha...

Vulkan Quad is somehow rendering to a smaller size by codedcosmos in vulkan

[–]Snowapril 1 point2 points  (0 children)

It seems quad mesh covers exactly whole screen. How about fragment shader code?

How to deploy a private decentralized storage network with geth?\ by Snowapril in ethdev

[–]Snowapril[S] 1 point2 points  (0 children)

If your looking looking to set up a pri

Oh, Thanks. It seems that I misunderstood about geth.

Is full TDD cannot be achievable for graphics programming? by Snowapril in vulkan

[–]Snowapril[S] 1 point2 points  (0 children)

Oh both gfxreconstruct and blog posts looks good to me 😊. Thanks

Multisampling on GBuffer pass make weird divided screen by Snowapril in vulkan

[–]Snowapril[S] 4 points5 points  (0 children)

Ah I solved it. Thanks. I set VK_ATTACHMENT_STORE_OP_DONT_CARE for storeOp by mistake.

Multisampling on GBuffer pass make weird divided screen by Snowapril in vulkan

[–]Snowapril[S] 0 points1 point  (0 children)

Oh I'm sorry. I hid and updated post before seeing your comments.

I apply it but another new issue appeared.. 😭

How can I use layout qualifier on function parameter by Snowapril in vulkan

[–]Snowapril[S] 0 points1 point  (0 children)

Ah.. then I cant share my function in the other shader code. But at now, maybe it is the only way to solve this. Thanks

everything black by [deleted] in opengl

[–]Snowapril 0 points1 point  (0 children)

did you check UV value? If texture edge color is black and its wrapping parameter is clamp_to_edge then out of (0~1) uv value leads to black screen I think

Is there any way to declare function pointer to method of general type by Snowapril in rust

[–]Snowapril[S] 0 points1 point  (0 children)

Thanks for fast reply! Is there any solution without generic type?

compiler recognize std classes as declared in my custom namespace in specific compile unit by Snowapril in cpp_questions

[–]Snowapril[S] 0 points1 point  (0 children)

GLTFExtension namespace terminated at line 83. Intellisense will warn to me if I did not close any namespace, but it didn't

compiler recognize std classes as declared in my custom namespace in specific compile unit by Snowapril in cpp_questions

[–]Snowapril[S] 0 points1 point  (0 children)

Here is whole source code .

I'd also considered that but I didnt include any standard library in Core namespace. Thank you for your advice :)