Antonio

Results 14 comments of Antonio

Probably. I only noticed it because of my experiment. I haven't done a lot with Godot yet.

@kleonc well I found awkward to be missing. I think it would be good to add, as long as there is no dedicated C# Docs. I might not be the...

"in [here](https://docs.godotengine.org/en/3.4/classes/class_poolvector3array.html#description)?" yes. Good to know there is unofficial C# Docs :) and yeah, I just used Godot with VSCode (because it feels better than the built-in editor), but didn't...

I created a bug report for that :) https://github.com/godotengine/godot/issues/60940

Another typo: [srcAccessMask(srcStageMask), dstAccessMask(dstStageMask)](https://github.com/fynnfluegge/oreon-engine/blob/3e7bf5025b8c46fce5076df46e327a69986b5747/oreonengine/oe-vk-api/src/main/java/org/oreon/core/vk/pipeline/RenderPass.java) (I am trying to get Vulkan integration into my own engine for hardware raytracing, however whatever project I try, I always have difficulties)

CommandBuffer has "pipelinyLayout" 😄

If you yourself encounter validation errors like I do, I'd recommend to replace `System.err.println("ERROR OCCURRED: "+...` with ``` new RuntimeException(VkDebugReportCallbackEXT.getString(pMessage)) .printStackTrace(); ``` This will show you the exact trace for...

Or maybe even throw the error.

Also I didn't find standard configuration files... where are they located? (I hope to get at least one sample running without validation errors 😅; when setting number of samples to...

Didn't you just move the override keyword from the front of a function farther towards the end of its head?