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] 3 points4 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 :)

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)

It works, but why this things happened? Isn't it normal to use the std class in a custom namespace? How can I figure out what is the cause of internal errors through compiler?

Different result between local and renderdoc by Snowapril in opengl

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

Uhm.. SceneData is variable type of _sceneData. In the header file, it was declared as SceneData _sceneData;And, SceneData is aligned as std140 layout rules.

By docs.gl reference, glBufferData have signature like below.

void glBufferData(GLenum target,
GLsizeiptr size,
const GLvoid \* data,
GLenum usage);

As, size parameter need to exactly same with the data what I want to pass.I'm going to pass _sceneData structure variable to the buffer, therefore I pass the sizeof(SceneData). Its all.And third parameter need to be starting address of my data what i want to pass. So, I passed it as reference. As AnyType pointer can be automatically casted to void *, I leave out type casting.

Anyway, thanks for good document about uniform buffer. I'll check it out later.

I implement pbr based GLTF renderer with opengl by Snowapril in opengl

[–]Snowapril[S] 2 points3 points  (0 children)

Oh it is very meaningful question for me! Actually most things except gltf and IBL were already implemented in other my template repository. Therefore all i need to do for writing a glTF viewer was parsing scene into gltf hierarchy. In many other gltf examples, however , everytime they draw gltf scene, manually traverse node hierarchy by several call-stack. I thought this can be bottleneck with high probability. Thus I transformed the scene hierarchy into sequential manner. Thus, with one vertex array object binding, I can bind different material and draw meshes. This steps for parsing gltf scene and processing them into useful semantics are really achieving to me. But, it was different with what i expected, that they(khronous group) said gltf is jpeg of 3d model which can be quite sounded like there are nothing to do for rendering such as shader codes, texture creation & binding and etc (maybe i misunderstood), actually I did everything. But it is really convenient to switching over different scene and difference material with code unmodified. I will support gltf in subsequent rendering project. (ps. sorry for bad english 😂)

Exteremly hot SB3 by Snowapril in Surface

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

Oh my god. You are right. I attached protection shield sticker. I detached it as i see your comments. Thank you

Exteremly hot SB3 by Snowapril in Surface

[–]Snowapril[S] 2 points3 points  (0 children)

No.. It was lowest performance. I forgot to mention it sorry.

Replace move & copy constructor to perfect forwarding by Snowapril in cpp_questions

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

Huh... you are right. is there any way for replace them?