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2 votes

vulkan perspective matrix vs opengl perspective matrix

If you are using the GLM library, you can define GLM_FORCE_DEPTH_ZERO_TO_ONE, as deabird11 said. But you can also call specific functions suited for the projection ...
user1754322's user avatar
2 votes

Relative coordinates -- cumulative sum

I am rewriting this answer because of misunderstandings and a better explanation of the algorithm. The render pipeline is not well suited for this kind of task. It is better to use compute shaders ...
Thomas's user avatar
  • 1,265
2 votes

Preferred GPU API to use for Steam Deck, Windows, Linux and MacOS support

The choice of which API to use is less important then the concepts and methods that the API's are designed to implement. Once you understand the basic graphics concepts and how to implement them using ...
pmw1234's user avatar
  • 3,219
1 vote
Accepted

How are strings for debugPrintfEXT handled in glsl?

They get help from the compiler. The line #extension GL_EXT_debug_printf : enable tells the compiler to look for and process debugPrintf statements inside the ...
pmw1234's user avatar
  • 3,219
1 vote

Can Vulkan Queue Families be separate but identical?

Some video cards report having multiple transfer queues. This usually correlates directly to hardware. In Vulkan this allows software devs to create addition queues which can be used as needed. A ...
pmw1234's user avatar
  • 3,219
1 vote

Raytracing in OpenGL or Vulkan?

Is it possible to trigger OpenGL to render a new image consisting of just one pixel for the refracted ray in the main function in the fragment (pixel?) shader? OpenGL does not know what your data is. ...
Nicol Bolas's user avatar
  • 9,792
1 vote

What causes buffer access to be significantly slower in DXIL than SPIR-V?

Are you sure the buffer isn't just defined as a host visible buffer? If you allocate it in CPU space it might have to transfer it a lot, I use ByteAddressBuffer a lot and it's not that slow for me. So ...
N Nielsbishere B's user avatar

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