Comments (1)
The culling and indirect chapter is based on Zeux niagara repo, you can more or less see that the shaders are similar. I recomend you have a look at his youtube series where he builds that codebase from scratch and explains all of the logic with culling and indirect draw.
The issues with the one frame of latency is that in the case you comment, the object will just not be rendered. This is similar to what happens with unreal engine 4, where the engine makes the AABBs for culling a bit bigger to avoid too much flickering when turning a corner. One can use dual pass culling (cull once, build pyramid, cull again) to completely remove flickers and visual errors, which is what Nanite in ue5 does. But that scheme is harder to implement so it wasnt done in here.
The engine branch of this project is not meant to be run locally, just to act as a reference to the extra chapter of the guide. Its missing the assets required to draw whole scenes due to licensing issues.
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Related Issues (20)
- [GLTF Loading] HOT 2
- Setting up ImGui section of chapter 2 HOT 1
- Chapter 1 VK_CHECK seems to fail when acquiring the first swapchain image for a second time. HOT 4
- init_descriptors does not add Allocator to deletion queue (New Chapter 2) HOT 1
- ImGui background window has "End" inside IF (new chapter 2) HOT 1
- draw_geometry (new chapter 3) attaches to wrong image format HOT 1
- init_default_data (chapter 3) does not destroy rectangle's buffers HOT 1
- Doesn't build on Fedora 40. No make errors just plain stops HOT 1
- Starting point 2 has outdated imgui_impl_vulkan.h HOT 3
- `vkinit::rendering_info` is never mentioned, but first used in IMGUI setup HOT 1
- Links to libraries in third party libraries section in 'Building a project' HOT 2
- ETA on future chapters HOT 1
- Why did you drop the reflection based descriptor builder ? HOT 1
- Code for the GPU-driven chapter and how to build it HOT 6
- [CVar System] The system does not check if a variable already exists when creating an AutoVar
- New Chapter 2, Push Constants and new shaders -- 0xC0000005: Access violation reading location HOT 1
- Typo HOT 1
- Calculation of the flash value using abs, instead of std::abs or fabs. HOT 1
- Backwards Colors HOT 2
- SPV files are not built HOT 2
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