saschawillems
3f06ef81fb
Fixed Android gamepad dead zone check (avoids constant view updateds)
2016-05-21 15:20:07 +02:00
saschawillems
66f006b783
Mesh loader now does staging to device local memory by default (Refs #84 )
2016-05-20 23:15:31 +02:00
saschawillems
d365b7ccd5
Overload for creating buffers with descriptor sets and passing memory type properties, use Vulkan result check macro
2016-05-20 21:19:43 +02:00
saschawillems
96df99f1f2
Fixing Android build error and warnings
2016-05-20 20:21:06 +02:00
saschawillems
f78bd0dcd4
Win32: PostQuitMessage instead of exit on VK_ESCAPE
2016-05-19 20:25:09 +02:00
saschawillems
05b920cf01
Callback for adding custom text to text overlay
2016-05-18 19:33:15 +02:00
saschawillems
19e108165c
Reset wait stage masks for submit info after submitting text overlay, disable depth writes and reads , optimize load and store ops for attachments
2016-05-17 23:26:08 +02:00
saschawillems
1b335ad2c8
Added wrapper for frame preparation and submission, including semaphore selection and text overlay
2016-05-15 20:11:28 +02:00
saschawillems
5266c25c33
Added text overlay to the example base (by default off)
2016-05-15 18:31:31 +02:00
saschawillems
de0c29b586
Pass Android gamepad key press to virtual key function of example
2016-05-15 11:13:14 +02:00
saschawillems
a9f280016f
Overload for getMemoryType (return type index)
2016-05-11 20:19:01 +02:00
baldurk
a1d8558b89
Add object naming and debug marker/regions to bloom sample
2016-05-07 14:08:40 +02:00
baldurk
d223dfa72b
Check for VK_EXT_debug_marker being present and enable it if so
2016-05-07 14:06:47 +02:00
saschawillems
908ef3765c
Assign destWidth and destHeight before starting render loop to avoid unnecessary resize on windows, store last fps count
2016-05-03 21:22:45 +02:00
saschawillems
8ee2687ced
Initializers for attachment descriptions
2016-04-30 10:45:39 +02:00
saschawillems
561cb78720
Store physical device features in example base class
2016-04-24 10:28:27 +02:00
saschawillems
7098fc19a4
Reverted some functions from PR#137 (replaced by different base functionality)
2016-04-21 20:57:02 +02:00
Voultapher
5d7014b221
Visual Update for computeparticles
...
Instead of using a small amount of large textured particles, use a large
amount of small monochrome particles.
Which uses a new vulkanexamplebase functionality of creating and
updating a only device visible buffer via a temporary staging buffer.
2016-04-21 11:21:48 +02:00
saschawillems
2e72dce7af
Additional buffer and command buffer functions in base class
2016-04-16 14:42:41 +02:00
saschawillems
267b78f9fc
Android fps log output
2016-04-15 21:24:50 +02:00
Sascha Willems
f44afda9ab
Added window resize for XCB ( Fixes #105 )
2016-04-11 19:44:03 +02:00
saschawillems
23f3eb0170
Window resize ( #105 )
2016-04-10 11:12:04 +02:00
saschawillems
a6a327efe6
Updated to SDK 1.0.8
2016-04-09 14:20:57 +02:00
saschawillems
a41ff27bb9
Added frustum culling, use low-poly mesh to move limitation towards cpu
2016-04-03 13:51:47 +02:00
saschawillems
2517a2b82e
Corrected stage flag for push constant range, removed descriptor sets (not used in this example)
2016-04-02 12:47:08 +02:00
saschawillems
4c883a94ac
Fixed typo in linux mouse button assignment
2016-03-30 23:00:53 +02:00
saschawillems
bb4d348ccd
Added camera position moved with midlle mouse button, fixed mouse button press and release events on linux
2016-03-30 22:48:58 +02:00
saschawillems
2ed3e946b1
Android application state handling ( #97 )
2016-03-26 12:58:35 +01:00
saschawillems
dcb161bcae
Fixed android gamepad axis input ( #97 )
2016-03-26 00:07:12 +01:00
saschawillems
5adb44e2ac
Android timer ( #97 )
2016-03-24 22:43:33 +01:00
saschawillems
a6e13b907f
Android support for particle fire example ( #97 )
2016-03-23 23:02:10 +01:00
saschawillems
a8734f7f46
Frame timing for android ( #97 )
2016-03-23 22:16:05 +01:00
saschawillems
6ee70824e5
Asset loading for Android ( #97 )
2016-03-23 19:18:54 +01:00
Sascha Willems
01c12ef327
Added assimp (static library) to android makefiles ( #97 )
2016-03-22 13:41:30 +01:00
saschawillems
3ce7c0a96a
Restored window title with device info and fps counter
2016-03-21 22:10:26 +01:00
saschawillems
29ac49fb6a
Function fro getting asset base path depending on operating system
2016-03-21 20:10:09 +01:00
saschawillems
d7bbb0c7a2
Added basic android gamepad support ( #97 )
2016-03-20 21:46:49 +01:00
saschawillems
c21d769b7f
Android render loop (wip) example base class ( #97 )
2016-03-20 20:04:27 +01:00
saschawillems
87fd1be105
Android event handler ( #97 )
2016-03-20 17:35:54 +01:00
saschawillems
333eede595
Store reference to android app in vulkan base class ( #97 )
2016-03-20 15:45:40 +01:00
saschawillems
f13614e6d2
Fixed ifdefs ( #91 ), added preliminary android support to vulkan example base ( #97 )
2016-03-20 14:55:46 +01:00
saschawillems
9c891b8273
Particle fire system minor changes, added screenshot
2016-03-19 20:02:30 +01:00
saschawillems
af6df4e860
Windows message loop fixes, added mouse wheel zoom
2016-03-17 20:20:43 +01:00
Sascha Willems
bddaaf13cf
Device info and frame rate display for linux,
...
fixed timer on linux
2016-03-13 17:15:44 +01:00
saschawillems
66607e2d2f
Added device name and frame rate counter to window title
2016-03-13 16:51:00 +01:00
saschawillems
8107a0ace8
Added VK_IMAGE_ASPECT_STENCIL_BIT to initial depth stencil image barrier
2016-03-13 12:15:58 +01:00
saschawillems
93f33521c7
Removed GLSL loading function ( #62 )
2016-03-06 20:15:56 +01:00
saschawillems
0240cde57a
Application wide semaphores (present and render synchronization), submit info in base clas ( #60 , #65 )
2016-03-06 19:22:41 +01:00
saschawillems
71cdb93234
Create present complete semaphore in example base class ( #60 )
2016-03-06 12:57:23 +01:00
saschawillems
e2c6246d69
Added virtual keypress handler in base example class ( #56 )
2016-03-03 16:43:53 +01:00