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Vulkan Render Engine

License: GNU General Public License v3.0

C++ 77.29% C 22.52% GLSL 0.17% Batchfile 0.02%
3d-engine engine engine3d pbr pbr-shading renderer rendering rendering-3d-graphics rendering-engine vulkan vulkan-engine vulkan-game-engine

ion's Issues

Optimize memcpy

At moment I'm using the memcpy, the byte per byte copy.
Possible I can add a SS2, SSE4.1 and AVX version to improve the performance

[GLTF] Can't render the model loaded

While the primitive (triangle, quad, colored, etc) manually created working, the GLTF model doesn't.
This let me think to a problem related to the indexes size and the layour memory for the uniform buffer.

Texture::UploadTextureToMemory

Using this with texture load from file or binary does not properly work.
I suspect depends by the staging buffer: the size of the SRC memory could might be greater of the DST memory due the alignment passed in here.

Descriptor set leak

The descriptor set allocated using vkAllocateDescriptorSets looks leak. Actually I don’t release the descriptor with vkResetDescriptorPool because it looks like fail even if I call at the end of render frame, but I know I have to release in some way.

Add different shader set per Uniform

This mean to add the "set" keyword in the Uniform structure in the material and group them by:
Set 0: Scene
Set 1: Object
Set 2: Material
(Look at the function Draw in the RenderCore for more details)

Optimize scenegraph

The scene graph, from the Node graph, is using the children nodes to build the tree.
At the moment all the functions are recursive, so I need to move in a iterative way.

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