PBR
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An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Is it possible to support spherical harmonic lighting?
When I run `PBR -vulkan` on Windows, it first threw the `VK_ERROR_LAYER_NOT_PRESENT` ERROR, then I modified the related code not to load layers, then run again, it threw the `Error:...
Hi~ I'm new to vulkan. very happy to see your pbr demo source, it helps me a lot. However, I found in the new version of vulkan (1.2.154.1), the following...
It would be great if someone modified `projects/cmake/CMakeLists.txt` to make this project build on macOS using MoltenVK. Unfortunately I don't have access to any Apple hardware to do it myself.
Thanks a lot of this awesome project! It really helped me a lot setting up a basic PBR rendering pipeline. Sadly I wasn't able to build the executable with VS2022,...
title says it all
vkQueuePresentKHR will get device lost(intel graphic)
Great learning resource! Thanks! I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add: ``` glTextureParameteri(id, GL_TEXTURE_WRAP_S,...