saschawillems
7e43a55a76
Removed old mesh loader, replaced with new model loader and vertex layout class in all examples (Refs #260 )
2017-02-11 14:18:24 +01:00
saschawillems
9822cde6e2
Use new Vulkan texture class (Refs #260 )
2017-02-09 21:55:35 +01:00
saschawillems
2e5af6a9fb
Replaced vkTools::UniformData with newer vk::Buffer for uniform buffers, some renaming, small fixes and corrections
2016-12-24 12:48:01 +01:00
saschawillems
fac6524564
Replaced main entry points with macro from example base
2016-12-13 19:25:56 +01:00
Shi Yan
9b5127f894
add direct to display wsi swapchain option
...
direct to display swapchain needs to be enabled at compile time with option -DUSE_D2D_WSI=ON
currently tested under linux
2016-11-04 14:04:34 -07:00
saschawillems
5a049bb3fb
Use offscreen render pass, refactoring and cleanup
2016-08-13 20:35:22 +02:00
Laurent Carlier
6b259a22e8
Use keycodes intead of hardcoded values
...
Signed-off-by: Laurent Carlier <lordheavym@gmail.com>
2016-08-11 14:24:32 +02:00
saschawillems
9a057f4146
Replaced example base memory type index function with function from VulkanDevice
2016-07-23 20:42:03 +02:00
saschawillems
dbf80b217c
Use undefined initial image layout ( fixes #187 ), added missing layout transition for compute texture target in ray tracing example
2016-06-22 20:30:14 +02:00
saschawillems
94b6273d52
Additional semaphore to synchronize offscreen and final render
2016-06-05 16:59:01 +02:00
saschawillems
886abea862
Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
2016-05-31 20:07:43 +02:00
Petros Bantolas
09a1e62a43
Make shadowmappingomni demo spec compliant.
...
It's illegal to use the same renderpass for rendering to a framebuffer
with different format (the offscreen one in this case). Added a
prepareOffscreenRenderpass function that creates a new renderpass with
the correct formats, and changed the vkCreateGraphicsPipelines and
vkCreateFramebuffer calls to use this one.
2016-05-17 15:52:33 +01:00
saschawillems
4e689f3fee
Call example destructor on Android ( Fixes #97 )
2016-03-26 13:21:19 +01:00
saschawillems
08fc2feecc
Added android support for shadow mapping (projected and omni) and texture (array and cubemap ) example ( #97 )
2016-03-25 15:29:38 +01:00
saschawillems
72e6cd8ee5
Fixed image layout transitions and initial layouts and command buffer submissions for offscreen examples
2016-03-13 16:04:39 +01:00
saschawillems
403d851d63
Force glm clip space to 0..1 ( Fixes #18 , Fixes #45 )
2016-03-08 21:52:40 +01:00
saschawillems
e77884d5bb
Use glm::radians instead of deg_to_rad ( Fixes #37 )
2016-03-08 20:59:25 +01:00
saschawillems
8cd5041111
Use application wide submit info and semaphores ( Fixes #66 , Fixes #65 , Fixes#60), removed no longer functional code loading GLSL ( Fixes #62 )
2016-03-06 20:15:05 +01:00
Justin Li
311f223e10
Don't set flags on VkSemaphoreCreateInfo
2016-03-06 01:20:03 -05:00
saschawillems
852f4ad314
Fixes for examples using push constants (now working fine on AMD too)
2016-03-02 19:58:06 +01:00
saschawillems
9ecbaca69f
Moved shaders for omni directional shadow mapping sample
2016-02-28 22:19:27 +01:00
saschawillems
b96e370881
Renamed shadow map example
2016-02-27 22:27:09 +01:00