8 years, 9 months ago
Highlights
On 1/10/2018 at 11:27 PM, Finoli said: m_ortho_matrix = glm::ortho(0.0f, (float)width, (float)height, 0.0f, 0.1f, 100.0f); width and height here should not be the screen width a…
8 years, 9 months ago
8 years, 10 months ago
Hello guys, My math is failing and can't get my orthographic projection matrix to work in Vulkan 1.0 (my implementation works great in D3D11 and D3D12). Specifically, there's no…
8 years, 9 months ago
Hello guys, I have a very simple D3D12 program that renders 2 textured quads and apply some saturation based on values passed to shaders by constant buffers. The textures (SRV)…
8 years, 10 months ago
Hello guys, I know that in Vulkan, a renderpass is responsible for shaping a frame's rendering flow. Whenever we change a renderpass we need to recreate framebuffers, pip…
10 years ago
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See all in DiscussionsOn 1/10/2018 at 11:27 PM, Finoli said: m_ortho_matrix = glm::ortho(0.0f, (float)width, (float)height, 0.0f, 0.1f, 100.0f); width and height here should …
8 years, 9 months ago
Hello guys, My math is failing and can't get my orthographic projection matrix to work in Vulkan 1.0 (my implementation …
8 years, 9 months ago
Well, no degree nor ID here. I am a self teaching enthusiast. I read the standards and specifications of the …
8 years, 10 months ago