🍓 Graphics Enthusiast and Maths Enjoyer :]]]]
🌟 She/Her
🎮 Currently working on a Vulkan/DX12/PS5 Render Engine
📖 3rd Year Computer Games Technology Student @ Abertay University
the 1st image is with no anti aliasing, the 2nd image is with 8x MSAA (notice how the geometry edges are anti aliased but the textures are still jaggy, classic MSAA 🙄), and the 3rd is 4x SSAA
video in replies !!
the 1st image is with no anti aliasing, the 2nd image is with 8x MSAA (notice how the geometry edges are anti aliased but the textures are still jaggy, classic MSAA 🙄), and the 3rd is 4x SSAA
video in replies !!
also this is working on dx12 and vulkan
also this is working on dx12 and vulkan
this is it !!
this is it !!
anyway, i got image loading working on vulkan :>
anyway, i got image loading working on vulkan :>
for now im just hardcoding in some colour bytes, will get round to actual image loading with stb soon enough.
first though ive got quite a bit of catching up to do with dx12....
for now im just hardcoding in some colour bytes, will get round to actual image loading with stb soon enough.
first though ive got quite a bit of catching up to do with dx12....
it's been a while O_O but ive been spending a lot of time getting synchronisation compatible on two APIs that really dont want to be compatible.
fences and semaphores aside, here's my triangle !! she's been tested and works on dx12 for win and vulkan for win/linux :))
it's been a while O_O but ive been spending a lot of time getting synchronisation compatible on two APIs that really dont want to be compatible.
fences and semaphores aside, here's my triangle !! she's been tested and works on dx12 for win and vulkan for win/linux :))
i think the final thing im missing is synchronisation objects (and the commands....), then it's triangle time !!
i think the final thing im missing is synchronisation objects (and the commands....), then it's triangle time !!
that's shaders (vertex, fragment, and compute) and pipelines (graphics and compute) set up and working in vulkan now !!
i can practically taste the triangle.... but it will have to wait, d3d12 calls and it's ALREADY started being a pain in the ass
that's shaders (vertex, fragment, and compute) and pipelines (graphics and compute) set up and working in vulkan now !!
i can practically taste the triangle.... but it will have to wait, d3d12 calls and it's ALREADY started being a pain in the ass
very happy with the architecture for it, so much so i think i might spend a bit of time going back and cleaning up some of these other classes....
very happy with the architecture for it, so much so i think i might spend a bit of time going back and cleaning up some of these other classes....
vulkan swapchain done :D
vulkan swapchain done :D
i can practically smell the triangle
((we are still nowhere near the triangle))
i can practically smell the triangle
((we are still nowhere near the triangle))
taking a bit to get used to dx if im being honest but.... to be honest.... a LOT of stuff is proving to be a lot nicer to work with than vulkan....
maybe my previous prejudices towards dx based on dx11 were misplaced. nice going microsoft :>
taking a bit to get used to dx if im being honest but.... to be honest.... a LOT of stuff is proving to be a lot nicer to work with than vulkan....
maybe my previous prejudices towards dx based on dx11 were misplaced. nice going microsoft :>