Vulkan, previously known as Next Generation OpenGL or just GLnext, is a low-level, cross-platform graphics API from the Khronos Group.
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GLFW vs SDL2 for Vulkan [on hold]
I'm creating a simple Vulkan game and looking into a cross platform library to handle native windows creation etc, the game will be 3d and after doing some reading it seems that while sdl offers a ...
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Mipmapping on CPU
I'm trying to load a big terrain texture and only want to load a certain mipmap level to the GPU with Vulkan. When the whole terrain is in sight, the camera is far enough away from it so that only a ...
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Does Microsoft prevent developers from using Vulkan?
So, I recently came across a source which stated that if you choose to use Direct3D 12 in your game, you have to sign a contract with Microsoft that prohibits you from using Vulkan in the future. It ...
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Vulkan render passes design
I'm learning all the nice features Vulkan has and making a "training" game engine. Unfortunately, I've stumbled upon a design problem, which I don't know to efficiently tackle with Vulkan. The problem ...
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What is the difference between OpenGL and Vulkan API's? [duplicate]
I was looking to benchmarks and I can't see a difference. OpenGL 4.5 is same with Vulkan. I am new at 3d graphics development but here is the question:
Are all graphics API's the same? Is the only ...
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Are there any advantages of Vulkan using traditional methods? [closed]
I keep hearing that Vulkan meant for direct low level operations with the GPU and hence it's targeted toward expert and experienced graphics programmers.
What would be some other advantages of Vulkan ...
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Simplst possible TBN-Matrix giving weird results
I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
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Vulkan Error: cmd buffer submit cant use image because of layout
I've been coding a Vulkan rendering engine for the past few weeks.
My code still continues to execute and I get the desired output, but I am getting an error.
I'm fairly certain that my error is a ...
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How to select the most powerful vkDevice?
I've been messing around with Vulkan recently. In all of my experiments, when I select a gpu/vkDevice, I always just take the first one vulkan provides. I've looked at the documentation for vkDevice, ...
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How to find out at runtime if Vulkan and/or OpenGL support is available?
I'm building an engine, which has Vulkan for its primary rendering engine. But to have at least some backwards compatibility with devices that don't get drivers for (Mainly mobile) it I want to ...
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Texture Mapping to procedurally generated geometry
How can I calculate texture coordinates of such geometry?
The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
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Vulkan vkEnumeratePhysicalDevices Returning Unexpected Device Count
In the machine I'm running I have two GTX 980 Tis.
When I query the physical device count with vkEnumeratePhysicalDevices it always returns 1 despite having 2 physical discrete graphics cards. When I ...
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Will Vulkan Kill the use of GLSL? [closed]
After reading this link I am still unclear as to the shading language support in Vulkan.
As Vulkan only supports SPIR-V is it the case that GLSL is therefore being phased out? Are there any ...
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What is Vulkan and how does it differ from OpenGL?
Khronos Group (the standards body behind OpenGL) has just announced Vulkan:
Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs. This ...