Latest Vulkan Activity
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Try forcing highp
precision everywhere in the fragment shader, disabling mipmaps, using nearest-neighbor filtering, and verifying UV alignment. Compare encoded/decoded values in compute vs fragment shaders. Also check for texel padding and interpolation errors at probe boundaries.
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- Introduced LuminousIntensity (expressed in candela) and Illumination (expressed in lux) classes.
- Replaced Spot/Point lights specular and diffuse intensities with a single LuminousIntensity value.
- Replaced Directional lights specular and diffuse intensities with a single Illumination …
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Seems fine to me.
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We are pleased to announce the release of Matali Physics 6.8, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.8 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents movable actio…
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@JoeJ If I do 1 primitive count and one instance it builds just fine. Though I have no idea why. Increasing the primitive and instance count (same thing really) will stop it from working and cause the error
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We are pleased to announce the release of Matali Physics 6.7, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.7 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content and Matali Games modules, presen…
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Hello,
I'm trying to write resource binding related code for my Vulkan rendererr.
The idea is there are a few static descriptor set layouts, and a few descriptor sets.
Each descriptor set contains data based on how often the data needs to be updated.
Like this: https://zoo.dev/blog/vulkan-resource-bind…
giuseppe7 said:
I dispatch a Compute Shader for each instance of my model. So for example, I have 30 instancies, I dispatch a Compute Shader 30 times.
It's no mistake, but i think your approach is very inefficient.
It looks you launch only one workgroup, then wait until it is done, then launch the nex…
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We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Synth and Matali Games m…
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- Implemented clustered rendering.
- Reworked light attenuation as a range.
- Implemented color grading.
- Implemented context blocks in the scene file parser.
- Removed deferred rendering.
- Reworked submesh components like pass components.
- Implemented Mikkelsen tangent space s…
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I am a professional programmer, but I do not develop games for a living. In the past, I have brought you the fine small3d game development library, open source titles like Gloom, Avoid the Bug and Frog Remixed …
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*!Long article warning. If you're the type of observing codebase directly. Referring to the project link at the bottom of this post.
All contents below are just forwarding from my word press post.
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Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes rendering command recording very efficient, but getting state management right is a …