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Vulkan & C++17 based Scene Graph Project

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## Description Using shader specialization constants to size global arrays doesn't work on the Mac. We have a need in our vertex shader to size both a vertex attribute array...

`vsg::RecordAndSubmitTask` doesn't have separate semaphores per frame/swapchain image like `vsg::Window` does for image acquisition, so every frame's queued submissions signal the same semaphore, and every frame's presentation waits for the...

Fixes validation error `VUID-vkQueueSubmit-pSignalSemaphores-00067` At the moment, this is a little bit too enthusiastic when multiple windows are affected by the same RecordAndSubmitTask. It would be sufficient to use any...

Commit 32262f8 which resets the state stack during record when it visits a View made the assumption that views were not nested. In our use-cases, we make extensive use of...

**Is your feature request related to a problem? Please describe.** Using shader specialization constants to size global arrays doesn't work on the Mac. We have a need in our vertex...

To try and discover why `vkBeginCommandBuffer` is taking much longer than I consider reasonable, I ran vsgviewer with some of the optional extra validation layers active. Here are some of...

I have a stencil clear attachment that I initialize like so: **VkClearValue clearStencilValue{}; clearStencilValue.depthStencil = { 0.0f, 0 }; VkClearAttachment stencil_attachment{ VK_IMAGE_ASPECT_STENCIL_BIT, 1, clearStencilValue }; VkClearRect rect{ m_camera->getRenderArea(), 0, 1...

# Pull Request Template ## Description TransferTask::_transferData() can create a single staging buffer who's allocation size exceeds the Vulkan physical device maxMemoryAllocationSize property limit. Windows NVidia drivers tend to be...

In our application we frequently have views which are partially outside of the window's render area. In this case, the viewport is used to determine aspect ratio and should be...

**Code: { vsg::ref_ptr settings; settings->elevationLayer = "http://127.0.0.1:80/wdem/{z}/{x}/{y}.tiff"; settings->elevationScale *= 100.0; settings->elevationLayerCallback = [](vsg::ref_ptr data)->vsg::ref_ptr { if (data.get()) { data->dirty(); } return data; }; } We guess the displacementMap is not...