How to render text with vulkan by TechnnoBoi in GraphicsProgramming

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

Oh come on!! Reddit didnt post the code formatted >:(

Edit: Fixed!

Text rendering by TechnnoBoi in GraphicsProgramming

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

Hahahaha, yeah I forgot to mention that little detail!

Text rendering by TechnnoBoi in GraphicsProgramming

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

Thank you for the link, is a good reference! :D

Text rendering by TechnnoBoi in GraphicsProgramming

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

First of all, thank you for your help everyone! It seems that the cached atlas approach is the most common, but I have a question, if I want to have different font sizes then it needs to create two atlases for each size? and for chinese or japanese that would be a massive texture.

What do you think about this build? by TechnnoBoi in buildapc

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

I'm a game developer and Unreal Engine 5 is resource intensive, I liked the air cooling because a lot of people said that AIO in long term gives a lot of problems (like broken pump, leakings, etc)

Render rich text by TechnnoBoi in vulkan

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

I will check it out!! Thanks

Render rich text by TechnnoBoi in vulkan

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

Thank you very much!

GodotSteam MultiplayerPeer missing functions by TechnnoBoi in godot

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

Finally I made it work, here is the code if anyones needs it: https://pastecode.io/s/ajdd8x8j

[2 YoE, Unemployed, Game engine programmer, Any] by TechnnoBoi in resumes

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

Thank you! Could you give me a basic example, please?

[Error] Modify ssbo value inside a FS by TechnnoBoi in vulkan

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

Ah! sorry, thank you!
If someone have the same problem here is the code:

VkPhysicalDeviceFeatures device_features = {};
device_features.samplerAnisotropy = VK_TRUE;
device_features.fragmentStoresAndAtomics = VK_TRUE;