wait for the right queue to finish when using hardware that has a dedicated graphics queue
Fewer crashes by having better queue synchronisation, as we (implicitly) have more than one type of work queue on systems with a dedicated GPU.
Ramblings about hobbyist game development
wait for the right queue to finish when using hardware that has a dedicated graphics queue
Fewer crashes by having better queue synchronisation, as we (implicitly) have more than one type of work queue on systems with a dedicated GPU.
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.
get elevation by tile WiP
This commit adds some functions to safely get the elevation of the height map at a given tile (coordinate).
expose the whole tile manager through the floor class
Well.. yes. As it says on the label.