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Questions tagged [vulkan]

Vulkan, previously known as Next Generation OpenGL or just GLnext, is a low-level, cross-platform graphics API from the Khronos Group.

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I'm developing a custom Vulkan renderer and want to integrate a QML-based UI into it. I already have a working Vulkan setup and also managed to render QML over Vulkan using a separate ...
Александр Куликов's user avatar
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I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
Nobody's user avatar
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I am trying to render a .obj model with Vulkan 1.4. The object is rotated with a quaternion over time. The "front" geometry of the model is rendered as ...
Stégosaure's user avatar
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I am developing a Meta Quest 3 (v74 for my OS with SDKs version being the lates the time of writing - v72) application in Unity 6 41f1 (and 29f1), where I currently struggle to get the application ...
shanji97's user avatar
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Trying to render 3D shadow_maps with Vulkan, but getting buffer update de-sync I suspect. My question is, how do I solve the problem, when rendering, and uniform buffer data updates are not in sync, ...
Tonis's user avatar
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I wonder whether some of you have ever stumbled upon the same problem as I have. I am trying to write a simple path tracer in Vulkan, using only diffuse BRDF for now until everything works as intended....
Eskimo Joe's user avatar
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For any that want to plumb Vulkan's complication I wish you well. It's a badly documented software SDK and here's a perfect example of why it's never clear through context: I want to run an all-C ...
daemondave's user avatar
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What is the concept of a "camera" in game development? It seems that OpenGL and Vulkan don't explicitly have a concept of a camera. However, engines like Unity, Unreal Engine, Godot, Flutter ...
shingo.nakanishi's user avatar
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I'm on an Arch Linux machine. I have a program that is using Vulkan and should load a window. It is loading, but it only shows up in the bottom toolbar and won't display the window itself. The error ...
Keaton Sheetz's user avatar
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I have written a compute shader to convert a height map into a normal map. The shader definition (glsl) starts as follows: ...
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Let's suppose we're rendering a scene using Vulkan with objects with many different materials that are built using nodes. Within a graphics pipeline, there can be only fixed shader code, so I'll have ...
DannyNiu's user avatar
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I'm using Vulkan to try and render a GLB cube mesh (as a simple example) with a UV texture in my game engine. I've already tried the below to try to map the coordinates to Vulkan space with the ...
Darkzaelus's user avatar
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I have an x+ forward matrix defined with the following funciton: ...
wij's user avatar
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What is the proper way to update at run-time the index buffer in Vulkan? Many thanks
Giuseppe's user avatar
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I've been having trouble trying to make a solidworks style Orbit Camera, nothing I do seems to work even though apparently it should (I've tried multiple methods and this seems to be the most ...
wij's user avatar
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I'm building a C++ based game engine, and I have my ECS complete as well as some basic components for stuff like graphics & audio. However, I'm currently using a custom interface on top of SFML ...
Spencer Rosas-Gunn's user avatar
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I have the following deferred rendering setup: The first render pass renders the scene to a fixed size image (2048x2048) from the directional light's point of view to one color attachment as a shadow ...
Symlink's user avatar
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I am experiencing some weird shadow artifacts. I suspect it to be some sort of self shadowing/depth bias thing. My shader for the shadow map is quite simple: ...
Symlink's user avatar
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Light increases its intensity as it come closer the origin model. Vertex Shader: ...
BrutaL _'s user avatar
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This is my first attempt in implementing shadow mapping. I am using right hand coordinate system and my projection matrices are producing z values from 0 to 1. I've decided first to use orthogonal ...
Zhukov Artem's user avatar
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I'm trying to implement screen space to world space in my engine to allow object selection in editor. I understand that the process should essentially be the reverse of projection. So to go from world ...
ZachMakesGames's user avatar
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So I will start off by laying out the relevant structure of my program. I am using vulkan to render the same mesh over a few instances. To do this I have: a vertex buffer, used per vertex, which is ...
InvalidOverhead's user avatar
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I tried sampling equirectangular texture as a reflection. It simply does not work as intended. The texture is moving with my camera in a weird manner. Here is what I tried to do. Fragment shader: <...
Eskimo Joe's user avatar
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I'm experimenting with some usage cases of structured buffers in a side project, where I'm building parallel implementations with Vulkan and DirectX 12. My performance stress-test is brute-force ...
Varrak's user avatar
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I need help understanding what am I doing wrong with transformation/calculation of tangents and binormals using GLSL. I'm using Willems' PBR demo shaders as a reference: https://github.com/...
krz's user avatar
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I want to create an orbit camera with zooming, panning, and rotation. I used the following examples to create cameras: https://stackoverflow.com/questions/54400422/how-to-implement-altmmb-camera-...
Wusiki Jeronii's user avatar
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I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader. I believe I'm missing something fundamental here because the 1st struct in ...
KKlouzal's user avatar
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I have been using OpenGL and Directx11 extensively for my engine. The thing is, when I wanted to support DX12 or Vulkan, I realized that they collect all the state data in one place, removing the ...
Barış Üçkardeş's user avatar
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I have a terrain which is a mesh. Given the x and z coordinates in which a character is placed, I would like a function that ...
Luca Venturini's user avatar
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I am writing a small "game" in vulkan, in which a car can move in an environment that is not flat, like a desert with valleys. I am able to translate my car and follow it with the camera on ...
Luca Venturini's user avatar
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I have set up a shader like so. Instead of having all projection view model in a single ...
Śaeun acreáť's user avatar
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**Solved!** Special thanks to comments from Maximus Minimus and Jherico. Scroll down for the solution made in the shader. I am working on a vulkan renderer in rust using the ash crate. I would like to ...
Joseph Vargas's user avatar
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I am using the FBX SDK to load 3d models into my rendering application. I can successfully traverse the object hierarchy and pull vertex data for the individual scene meshes and display the meshes in ...
KKlouzal's user avatar
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1 answer
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I have just completed the Vulkan tutorial using rust and the ash crate. I've been following along with this repository. I am unable to determine what is causing my textures to render lighter. If ...
Joseph Vargas's user avatar
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I have managed to multithread everything in my voxel engine besides two vkCmdCopyBuffer() calls that constantly update a single massive vertex and index buffer using an array of thousands of regions, ...
Tristan367's user avatar
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I have implemented a PBR shader in my game engine that works with a single light source. Everything is good and made sense at a higher level about what each algorithm does. Now I am working on adding ...
Gasim's user avatar
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I had a cube that had 8 vertices and 12 triangles and the visibility of the cube was okay. When I rotated, I was able to see all visible sides of it. Here is my old cube: ...
Gasim's user avatar
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I have researched this a lot and so far all the examples, tutorials etc always use the following order: Scale * Rotate * Translate but for some reason this order must always be backwards in my Scene ...
Gasim's user avatar
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I'm going through vulkan-tutorial: https://vulkan-tutorial.com/Drawing_a_triangle/Drawing/Rendering_and_presentation And I found something weired: How does this subpass dependency guarantee the ...
Mark Peter's user avatar
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I have been following the tutorial at LearnopenGL to implement physically based rendering into my Vulkan game engine, and have gotten the following incorrect lighting results: The light is overhead, ...
Dylan Gentile's user avatar
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1 answer
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Trying to compile my pixel shader,and a warning generated: D:\CS\ComputerGraphics\vulkan\WindowsProject1>D:\ProgrammingTools\vulkan\Bin\glslc shader.frag -o frag.spv shader.frag:3: warning: '#...
Mark Peter's user avatar
2 votes
1 answer
1k views

Here is the link of VkWriteDescriptorSet structure from vulkan specification: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VkWriteDescriptorSet.html Text pertaining ...
Mark Peter's user avatar
4 votes
1 answer
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I'm writing some Vulkan code and write my shaders in GLSL. I tried to use Renderdoc to debug my shaders, but I only got disassembly code. Is it possible to debug shaders at the level of GLSL if I have ...
Mark Peter's user avatar
3 votes
1 answer
4k views

I've watched the excellent talk from Yuriy[1] and read a blog post[2] multiple times already, but I still cannot find the answers to the questions I have. I really like the idea of defining a graph of ...
csisy's user avatar
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I'm changing to bilateral blur for my SSAO implementation, just wondering how people usually combine the two passes - do you just add them together, or average, or something else? I happen to be ...
mike's user avatar
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1 answer
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I'm confused about the difference between the shader input element classifications in D3D12 and Vulkan. For example, in Vulkan I could have the following declarations: ...
0xbadf00d's user avatar
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Why these numbers?? I have created a dynamic ubo and two objects, one for view and proj and the other for model. Here I update the objects: ...
marco luberto's user avatar
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Most objects in DirectX 12 have natural analogues in Vulkan, e.g. VkInstance = IDXGIFactory ...
0xbadf00d's user avatar
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1 answer
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Okay, for my phD Thesis, I need to make a simple 3D game, like towers of hanoi or whatever but there is a condition: I need it to have high FPS, as in, the highest FPS achievable, atleast a 1000FPS. I ...
Confused Noob's user avatar
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1 answer
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What do I have to do in order to run my Stride game on the Vulkan graphics platform? The documentation section seems to be outdated, the drop-down doesn't exist anymore: https://doc.stride3d.net/...
thalm's user avatar
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