diff --git a/base/VulkanSwapChain.cpp b/base/VulkanSwapChain.cpp index 5c63ac31..71b4b641 100644 --- a/base/VulkanSwapChain.cpp +++ b/base/VulkanSwapChain.cpp @@ -157,7 +157,6 @@ void VulkanSwapChain::initSurface(screen_context_t screen_context, screen_window vks::tools::exitFatal("Could not find a graphics and/or presenting queue!", -1); } - // todo : Add support for separate graphics and presenting queue if (graphicsQueueNodeIndex != presentQueueNodeIndex) { vks::tools::exitFatal("Separate graphics and presenting queues are not supported yet!", -1); diff --git a/base/VulkanglTFModel.cpp b/base/VulkanglTFModel.cpp index 4505fb0f..e57d2499 100644 --- a/base/VulkanglTFModel.cpp +++ b/base/VulkanglTFModel.cpp @@ -6,6 +6,13 @@ * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ +/* + * Note that this isn't a complete glTF loader and not all features of the glTF 2.0 spec are supported + * For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 + * + * If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/ + */ + #define TINYGLTF_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION #define TINYGLTF_NO_STB_IMAGE_WRITE @@ -1215,7 +1222,6 @@ void vkglTF::Model::loadFromFile(std::string filename, vks::VulkanDevice *device } } else { - // TODO: throw vks::tools::exitFatal("Could not load glTF file \"" + filename + "\": " + error, -1); return; } diff --git a/base/VulkanglTFModel.h b/base/VulkanglTFModel.h index 76a156c1..4aad677b 100644 --- a/base/VulkanglTFModel.h +++ b/base/VulkanglTFModel.h @@ -6,6 +6,13 @@ * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ +/* + * Note that this isn't a complete glTF loader and not all features of the glTF 2.0 spec are supported + * For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 + * + * If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/ + */ + #pragma once #include diff --git a/examples/computecloth/computecloth.cpp b/examples/computecloth/computecloth.cpp index c8cd6d20..87b2bb0f 100644 --- a/examples/computecloth/computecloth.cpp +++ b/examples/computecloth/computecloth.cpp @@ -670,8 +670,6 @@ public: void updateComputeUBO() { if (!paused) { - //compute.ubo.deltaT = 0.000005f; - // todo: base on frametime // SRS - Clamp frameTimer to max 20ms refresh period (e.g. if blocked on resize), otherwise image breakup can occur compute.ubo.deltaT = fmin(frameTimer, 0.02f) * 0.0025f; diff --git a/examples/oit/oit.cpp b/examples/oit/oit.cpp index c6ffddf3..bc7f3fae 100644 --- a/examples/oit/oit.cpp +++ b/examples/oit/oit.cpp @@ -1,8 +1,6 @@ /* * Vulkan Example - Order Independent Transparency rendering * -* Note: Requires the separate asset pack (see data/README.md) -* * Copyright by Sascha Willems - www.saschawillems.de * Copyright by Daemyung Jang - dm86.jang@gmail.com * diff --git a/examples/pbribl/pbribl.cpp b/examples/pbribl/pbribl.cpp index 5ecdb0d4..6a6d9177 100644 --- a/examples/pbribl/pbribl.cpp +++ b/examples/pbribl/pbribl.cpp @@ -1,9 +1,7 @@ /* * Vulkan Example - Physical based rendering with image based lighting * -* Note: Requires the separate asset pack (see data/README.md) -* -* Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de +* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ @@ -548,7 +546,6 @@ public: vkQueueWaitIdle(queue); - // todo: cleanup vkDestroyPipeline(device, pipeline, nullptr); vkDestroyPipelineLayout(device, pipelinelayout, nullptr); vkDestroyRenderPass(device, renderpass, nullptr); diff --git a/examples/pbrtexture/pbrtexture.cpp b/examples/pbrtexture/pbrtexture.cpp index e69c8b78..485a6deb 100644 --- a/examples/pbrtexture/pbrtexture.cpp +++ b/examples/pbrtexture/pbrtexture.cpp @@ -1,9 +1,7 @@ /* * Vulkan Example - Physical based rendering a textured object (metal/roughness workflow) with image based lighting * -* Note: Requires the separate asset pack (see data/README.md) -* -* Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de +* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */