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.
89 questions
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How to integrate QML UI into a custom Vulkan renderer without using a separate window
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 ...
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Can a single large SSBO in vulkan store different types of structs?
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.
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Vulkan vertex from back peeking through
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 ...
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How to properly set up an AR/XR Unity project for Meta Quest 3 to get past the 3 dots loading screen?
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 ...
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Uniform buffer updates and shadow-maps rendering, cause mesh twitching
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, ...
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What is wrong with my path tracer in Vulkan?
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....
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Why do I need two/three Vulkan pipelines for GUI presentation
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 ...
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What is the concept of a "camera" in game development?
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 ...
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747
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Failed to initialize GTK when loading a window using Vulkan
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 ...
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273
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Passing a single float into a Vulkan compute shader in Godot
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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How to compile a node-based material system to usable shader code / data buffers / texture resources?
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 ...
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Vulkan vertex and UV coordinates incorrectly mapped
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 ...
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135
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How should I avoid the weird stretching that comes with a projection matrix?
I have an x+ forward matrix defined with the following funciton:
...
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150
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Update index buffer in Vulkan at run-time
What is the proper way to update at run-time the index buffer in Vulkan?
Many thanks
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93
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Orbit Camera In vulkan
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 ...
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How do you handle shaders/graphics while remaining cross-platform?
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 ...
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Old color attachments being used after resizing window
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 ...
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322
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Vulkan shadow map artifacts
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:
...
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146
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Vulkan Phong shader problem
Light increases its intensity as it come closer the origin model.
Vertex Shader:
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137
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Issues with implementing shadow mapping produces weird results
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 ...
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322
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Unprojecting screen space to world space stops working when camera not at origin
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 ...
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97
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Why do texture samplers seem to bleed into other instances when rendering multiple instances of the same mesh with differing textures
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 ...
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Why is my texture moving?
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:
<...
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470
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Unexpected performance different between D3D12 and Vulkan
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 ...
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777
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Help with calculating tangent/binormal in Vulkan fragment shader using GLSL
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/...
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Implementing a Maya-like orbit camera in Vulkan/OpenGL
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-...
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Vulkan SSBO Array Of Structs
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 ...
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1k
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Handling pipeline objects in both DX12 and Vulkan like graphics APIs
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 ...
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581
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How to get height from a mesh
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 ...
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284
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How can I move an object on a non flat surface in vulkan?
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 ...
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1k
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How can I use single uniform variables inside this Vulkan shader?
I have set up a shader like so. Instead of having all projection view model in a single ...
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483
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How would I go about preparing my skybox for a z-up world orientation?
**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 ...
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1k
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FBX SDK Transformation/Scaling
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 ...
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What could be causing my texture in ash Vulkan to render lighter?
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 ...
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Advice on Multi-Threading Vertex Buffers in Vulkan (or any api)
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, ...
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How does Physical Based Shading work with multiple light sources?
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 ...
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Rotating two types of cubes -- one cube's sides disappear
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:
...
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Why is transform matrix order is reversed in my Scene graph implementation?
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 ...
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How does a subpass dependency guarantee the layout transition of a swapchain image happens after presentation engine finish reading the very image?
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 ...
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446
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PBR GLSL shader incorrect lighting. Half being shaded
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, ...
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Get a warning about extension when compile GLSL code with glslc compiler shipped with vulkan SDK
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: '#...
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Which array does dstArrayElement refer to in the VkWriteDescriptorSet structure?
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 ...
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864
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Is it possible to debug shaders in GLSL level instead of assembly language level?
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 ...
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1
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4k
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Frame graph in Vulkan: from theory to implementation
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 ...
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265
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How to combine bilateral blur passes?
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 ...
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347
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Difference between shader input element classification between D3D12 and Vulkan
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:
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200
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Vulkan dynamic UBO weird numbers
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:
...
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343
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Building a unified interface for a swap chain in both DirectX 12 and Vulkan
Most objects in DirectX 12 have natural analogues in Vulkan, e.g.
VkInstance = IDXGIFactory
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Is a 3D renderer with 1000 FPS possible? [closed]
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 ...
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How to use the Vulkan graphics backend in the Stride game engine?
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/...