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Vulkanised 2023 Tutorial: An Introduction to Vulkan 

Vulkan
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29 авг 2024

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Комментарии : 27   
@meow75714
@meow75714 11 месяцев назад
This was the much needed Vulkan tutorial for a newbie. Much Love for this work.
@BigMintyMitch
@BigMintyMitch 11 месяцев назад
This is a great video. Thank you for posting, it has helped immensely with my understanding of Vulkan.
@pixelkiller67
@pixelkiller67 Месяц назад
this hat off the best video for beginners i have seen
@brhbdjdj9981
@brhbdjdj9981 Год назад
Thank you for this amazing lecture.
@KindaRobot-is7gx
@KindaRobot-is7gx 6 месяцев назад
Thank you for the lecture. Awesome slides and very insightful for beginners
@cerulity32k
@cerulity32k 9 месяцев назад
Great tutorial! Very clear and simple. Vulkan really is a breath of fresh air after OpenGL, I love it!
@alexmassy
@alexmassy 6 месяцев назад
Amazing. Thanks for the video. Love the schema.
@alexdesander
@alexdesander Год назад
Phenomenal Video
@cgtuwien
@cgtuwien 11 месяцев назад
Thank you!
@minseokjeong1881
@minseokjeong1881 7 месяцев назад
Finally found!
@MendesTV
@MendesTV 5 месяцев назад
😂
@messapatingy
@messapatingy Год назад
Seems like a Vulkan queue is not at all like the traditional "computer science" first-in first-out queue, but more like an N-Lane motorway.
@cgtuwien
@cgtuwien 11 месяцев назад
Yeah, that's a great description! And with synchronization, you introduce traffic rules.
@amiladrck
@amiladrck 21 день назад
@@cgtuwien Now the word "barrier" makes more sense
@jinYi-sf3zm
@jinYi-sf3zm 7 месяцев назад
There seems to be some problem with multiple vertex buffers at 37:25 in the video. The vertex input in the shader does not specify the binding and the default value is 0. Therefore, the binding corresponding to in_position, in_tex_coord, and in_normal in the Vulkan code should all be 0 instead of 0, 1, and 2.
@aLukeForYou
@aLukeForYou 7 месяцев назад
Vertex inputs don't allow specifying a binding id in the shader code, just location. The binding id in the VkVertexInputAttributeDescription struct you are refering to is connected to the order of vertex buffers that are bound. The location id in this struct is linked to the vertex input locations in the vertex shader code.
@hokiper
@hokiper Год назад
Any way we can get access to the resulting code of the coding sessions?
@cgtuwien
@cgtuwien 11 месяцев назад
We've tried to post the links here several times, but RU-vid keeps removing them. Also the instructions of how to find them on the internet are getting removed. We'll try to get the links added to the video description.
@johannesugb
@johannesugb 11 месяцев назад
Good news: Link to framework and instructions for PART 1 have been added to the video description. :)
@ostrich_dog
@ostrich_dog 2 месяца назад
hi, is there a task list for parts 2, 3 and 4?
@BlackAtlasMaps
@BlackAtlasMaps 9 месяцев назад
Is the solution for part 1 tasks posted anywhere?
@YERAFirearms
@YERAFirearms 10 месяцев назад
Do you have demos that I can run on Arch/Wayland/Vulkan?
@Vulkan
@Vulkan 10 месяцев назад
@cgtuwien?
@andreyVK_D3D
@andreyVK_D3D Год назад
Thanks, It's time ti replace old/legacy GLSL to Modern HLSL
@ProGaming-kb9io
@ProGaming-kb9io Год назад
Either way, it will be compiled to SPIR-V, so it doesn't matter too much :)
@pynimp
@pynimp 3 месяца назад
is vulkan a battery? cause i have a battery and it's from vulkan.
@user-vu6nk9ug1f
@user-vu6nk9ug1f 9 месяцев назад
huawei
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