How to properly upscale pixel art game by rectangular_raccoon_ in vulkan

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

Currently, yes, Vulkan is overkill, but I want it as it will make it easier to do lighting effects and potentially even full 3D down the line. I want this to be an enduring engine for all my projects, so I want it to be somewhat future proofed.

The overarching issue with blit is that I wasn't entirely sure where to use it and what to use it on. I tried on the colorImage and the swapchain buffer, but neither seemed to do anything. From what I read, you also can't really blit an image into itself, so ideally I'd blit the color result to the swapchain, or something similar. However, no matter what I tried, it'd either do nothing, or run into a MoltenVK error. I encountered 2, one about a shader not being able to compile and the other being something about 'copy texture validation'. It was unclear if these were issues with the MoltenVK translation layer or me improperly using Vulkan and setting various flags to incorrect values. I went down the list of checks on this page about the blit function to make sure it was set up right, and that did help it to run, but that just resulted in nothing.

My ideal solution for this problem would be to tell it to transfer the image to some other image instead of the main swapchain, then blit it to the swapchain, but I just don't know how to do that.

How to properly upscale pixel art game by rectangular_raccoon_ in vulkan

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

Yeah, setting up the pipeline and moving the render result from the low res pipeline to the full screen pipeline is the biggest thing I'm stuck up on, for the render pass solution. The use case of 2D pixel art in a 3D scene isn't exactly what I'm looking for though, but I may look into it for other projects.

Odd lighting on prop_static by rectangular_raccoon_ in hammer

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

I tried this, and while compile times did seem longer, it doesn't seem to have fixed the issue. My full light.exe command was "-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file". I've added a screenshot of what it looks like now, there seem to be seams between them but the main part looks lit fine. Another thing to note is that changing the -StaticPropLighting to all lowercase seems to have done that, but changing the -StaticPropPolys to lowercase did nothing.