It's been awhile, but I figured out the hubbub behind compute shaders!
In all honesty, based on its taking of information and creating a pipeline to read in data and output a stored image, it's essentially post-processing. It's interesting how a quad no longer has to be rendered separately at least; it makes it a little more convenient (and heavily not so to have to create compute pipelines but it's all about the graphics processing, not necessarily readability).
Shown are a few simple effects, including edge sharpening and detection from previous projects and an embossing shader.
An account of pain, struggle, and amusing discoveries found in a man's quest for game programming style and finesse.
Sunday, October 9, 2016
Saturday, October 1, 2016
The Same Thing, Only Harder
Man, progress certainly goes by a crawl when you only make work on the side on the weekend.
It's been awhile, but Vulkan sure knows how to up the ante on 3D models. The basics are very similar to 3D extrapolation of the 2D I was already doing, and I used a .ktx model for the satellite.
The difference? Well, the triangle was originally a set of points, so automatically loading VertexInputStates, buffers, device memory, and storing the information such as vertices and indices in contiguous memory structures was key. Definitely more than a triangle's worth!
And it's worth it; I'm also quite grateful to the creators of Assimp to make the mesh loading side so painless, even with model types like .ktx:
3D models covered! Now to see what else I can do.
It's been awhile, but Vulkan sure knows how to up the ante on 3D models. The basics are very similar to 3D extrapolation of the 2D I was already doing, and I used a .ktx model for the satellite.
The difference? Well, the triangle was originally a set of points, so automatically loading VertexInputStates, buffers, device memory, and storing the information such as vertices and indices in contiguous memory structures was key. Definitely more than a triangle's worth!
And it's worth it; I'm also quite grateful to the creators of Assimp to make the mesh loading side so painless, even with model types like .ktx:
3D models covered! Now to see what else I can do.
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