Clone the sources: git clone --recurse-submodules github.com/emeiri/ogldev.git If you want to get the same version that was used in the video you can checkout the tag 'VULKAN_17'. Build on Windows: Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln Build the project 'Vulkan\Tutorials\Tutorial17' Build on Linux: cd Vulkan/Tutorials/Tutorial17 ./build.sh
I love these videos! Especially when you show with visual using boxes and arrows how things are dependent on each other. Vulkan feels like a mess (for me) just starting out. And a lot of times I wonder why do some things even exist. But this playlist really clear things up ♥
What is best choice for frame rendering On render each frame: Begin command buffer Begin pass Bind set 0 camera uniform buffer For each sub mesh of each mesh bind it's material set 1 And vertex buffer and render base vertex for each submesh Send pass This pass render to color attachment And then do begin single screen quad pass for post processing and end pass Then one submit of all these Or each pass has its own command buffers and successive submits Successive submits get me errors with semaphores even with using frames in flight
Use one command buffer with pipeline barriers to synchronize within the cmdbuffer, if you want to record to multiple command buffers and synchronize them within a frame you want to look at vkEvents as your synchronization primitive
Clone the sources:
git clone --recurse-submodules github.com/emeiri/ogldev.git
If you want to get the same version that was used in the video you can checkout the tag 'VULKAN_17'.
Build on Windows:
Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln
Build the project 'Vulkan\Tutorials\Tutorial17'
Build on Linux:
cd Vulkan/Tutorials/Tutorial17
./build.sh
I love these videos! Especially when you show with visual using boxes and arrows how things are dependent on each other. Vulkan feels like a mess (for me) just starting out. And a lot of times I wonder why do some things even exist. But this playlist really clear things up ♥
Thanks!
Could you please help me understand pi 5 Vulkan compatibility and how to create h264 codecs into it for hwaccels in ffmpeg? Or without idk
Sorry, I'm not familiar with h264 in Vulkan.
What is best choice for frame rendering
On render each frame:
Begin command buffer
Begin pass
Bind set 0 camera uniform buffer
For each sub mesh of each mesh bind it's material set 1
And vertex buffer and render base vertex for each submesh
Send pass
This pass render to color attachment
And then do begin single screen quad pass for post processing and end pass
Then one submit of all these
Or each pass has its own command buffers and successive submits
Successive submits get me errors with semaphores even with using frames in flight
Use one command buffer with pipeline barriers to synchronize within the cmdbuffer, if you want to record to multiple command buffers and synchronize them within a frame you want to look at vkEvents as your synchronization primitive