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27 loading models #13
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…t creation, updates create_command_buffers to map memory to our uniform buffer, reverses the order of vertices drawn
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This is crashing for me in different ways on Windows 10 (Nvidia GTX 1070 / Intel UHD 630): 1: immediate crash
Similar to the one mentioned in #18, but note that the line with the supported extensions is not there. 2: after rendering successfully for a few seconds
I just wanted to retry it with RUST_BACKTRACE but now it doesn't happen anymore... It also may not be related to the 'preferred graphics processor' setting, since it's now more random and I'm not sure anyway how the setting would affect Vulkan since we are choosing the device. I think it makes sense to log the name of the GPU after device selection... And I suspect it may not be related at all to this tutorial step. |
…. Cannot figure out how to properly query for depth formats
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Isn't the claim about de-duplication
False? As I understand it, TOBJ reuses positions. However your code still creates a vertex for each of the indices. The amount of vertices could be reduces by almost a factor 4 simply by checking the existence of the index using a hashmap:
I go from: Amount of vertices 11484 to Amount of vertices 4730 The program seems to be running fine after this adjustment, but maybe I misunderstood something? |
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