Clone the sources: git clone --recurse-submodules github.com/emeiri/ogldev.git If you want to get the same version that was used in the video you can checkout the tag 'VULKAN_11'. Build on Windows: Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln Build the project 'Vulkan\Tutorials\Tutorial11'
Man, there is a lot to prepare in Vulkan. But your videos are clear, and not too long. Even i can follow it, and i am easily distracted. Some years ago i already made my first hello world Vulkan app, but then i went back doing glsl again (on some cool project). Now i forgot almost everything and i have to start learning anew. After watching just a few of your videos, i discover the power of Vulkan again, having (way) more control over the whole rendering process. This provides more ways for optimisations, on multiple levels (buffers,memory,images/textures, etc). That rocks!
Thanks for the video, very helpful. But you should really consider switching to the synchronization2 API since that's what most people who are learning Vulkan in 2024 will be using. Also TOP_OF_PIPE_BIT and BOTTOM_OF_PIPE_BIT are both deprecated. You can just use ALL_COMMANDS_BIT or NONE_BIT.
Clone the sources:
git clone --recurse-submodules github.com/emeiri/ogldev.git
If you want to get the same version that was used in the video you can checkout the tag 'VULKAN_11'.
Build on Windows:
Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln
Build the project 'Vulkan\Tutorials\Tutorial11'
Man, there is a lot to prepare in Vulkan.
But your videos are clear, and not too long. Even i can follow it, and i am easily distracted.
Some years ago i already made my first hello world Vulkan app, but then i went back doing glsl again (on some cool project). Now i forgot almost everything and i have to start learning anew.
After watching just a few of your videos, i discover the power of Vulkan again, having (way) more control over the whole rendering process. This provides more ways for optimisations, on multiple levels (buffers,memory,images/textures, etc). That rocks!
Thanks! Glad to hear that!
Thanks for the video, very helpful.
But you should really consider switching to the synchronization2 API since that's what most people who are learning Vulkan in 2024 will be using.
Also TOP_OF_PIPE_BIT and BOTTOM_OF_PIPE_BIT are both deprecated.
You can just use ALL_COMMANDS_BIT or NONE_BIT.
You're welcome! I'll probably do that later in the series. I'm following a book which came out prior to the new api but I'll find a spot for it.
WTH is "shadow map" at 2:12 ?
A depth only buffer rendered from the light point of view.
LOL ... we have to see it by ourself :) ... ok , will wait :)
;-)
first.. again...
Good job!