noah metz
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bda7eae355
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Made pipelines create a second pipeline for offscreen rener of g_buffers
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2024-01-13 23:50:39 -07:00 |
noah metz
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87141577f9
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Bindless textures
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2024-01-13 16:37:29 -07:00 |
noah metz
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a730ab001b
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First pass of pushing object data as DeviceAddress for entire batch at once
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2024-01-13 15:27:14 -07:00 |
noah metz
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91731d933d
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Moved from material abstraction to pipeline abstraction, need to implement bindless textures\n
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2024-01-13 12:32:17 -07:00 |
noah metz
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78977dd7ab
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Switched to using push constants for model matrices
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2024-01-12 22:07:43 -07:00 |
noah metz
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8dea83ca37
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Switch to using push constants for scene data
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2024-01-12 21:12:31 -07:00 |
noah metz
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26b5af16b3
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Spent way too long debugging a missing struct member in VkWriteDescriptorSet
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2024-01-10 19:32:01 -07:00 |
noah metz
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9bfd2fab57
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Added example of using the ATTRIBUTE_ID_POSITION to update a UBO for a pipeline. Messy af and need to find a way to organize it so it makes sense.
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2024-01-10 13:19:41 -07:00 |
noah metz
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86f9f9b911
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Fixed crash, it was because without material descriptor set in the layout I was trying to bind to index 2 with only 2 sets
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2024-01-09 23:06:08 -07:00 |
noah metz
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b9befc50a2
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Made material/mesh descriptor bindings parameters of the material
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2024-01-09 12:33:38 -07:00 |
noah metz
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e5842f3ef5
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Added textured material with per-vertex UV, but no texture images yet
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2024-01-08 20:32:47 -07:00 |
noah metz
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bcf3b92891
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Added more movement
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2024-01-08 17:37:52 -07:00 |
noah metz
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04618af2fb
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Moved scene UBO to a descriptor in the vulkan context. Need to figure out how to deal with materials that give out descriptors per loaded mesh.
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2024-01-08 16:44:14 -07:00 |
noah metz
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c74daec6bd
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Added UBO for shader matrices
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2024-01-08 12:42:59 -07:00 |
noah metz
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4e2a8cf156
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Updated to use vertex buffer for color/position of 2d vertices
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2024-01-08 09:44:47 -07:00 |
noah metz
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ef957ee059
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First triangle
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2024-01-07 22:27:53 -07:00 |