make things more consistent and readable
Simplify some statements, be more specific about the signedness of some parameters and get rid of some diagnostic #pragmas.
Ramblings about hobbyist game development
make things more consistent and readable
Simplify some statements, be more specific about the signedness of some parameters and get rid of some diagnostic #pragmas.
fix crash by actuallyusing the right pipeline for floors. clarify some sizeof()s
(sic)
This fixed wrong Vulkan initialisations as well as making sure that the right amount of data is being copied. Fewer crashes for everyone!
add support for floor textures in the renderer (WiP) (3)
Finishes up most of the floor texture support on the renderer.
add support for floor textures in the renderer (WiP) (2)
Adds more getters required to bring up the floor texture rendering. Was forgotten in the previous commit.
add support for floor textures in the renderer (WiP)
This mostly adds some boilerplate code to the renderer to start supporting drawing different floor textures. WiP, as it says on the box.
do not try to access texture image views that do not exist yet when using the texture manager from elsewhere. properly clean up the shader modules.
Indeed.
actually support set-ups that have dedicated transfer queues
This made OLives run (again) on better GPUs than integrated Ontel ones.
use a special vertex shader for the floor that does not include the dynamic uniform buffer
This adds a new, second, vertex shader for the floor, as it has different requirements than the one used for drawing models.
fix the tile manager ctor and fully initialise the floor. the renderer does not use that data yet.
Once again, comes as advertised, getting closer and closer to actually draw the floor.
– add state hash calculation to the floor class
– automatically come up with new ids in the tile manager
– initialise the floor a little further (WiP)
This actually implements the floor hash calculation so updates can be detected by the renderer. Also, similar to the ObjectManager, the TileManager now dynamically adds new TileType IDs when adding new tile data.
As a proof-of-concept the GameState now manually adds the first tile type (which is called floor) so that the rest of the code can properly initialise (looking at you, renderer).