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Normal Topic Vulkan Render Device (Read 402 times)
Christopher
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Vulkan Render Device
Sep 4th, 2019 at 11:03pm
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I noticed the previously mentioned Vulkan renderer seemed to be dead and most of the functions were stubs so I decided to try to make one myself. I ran into a snag though and I'm curious if anyone here has any suggestions.

When I try to memcpy the texture data out of the DataPtr on the MipBase I get an Access Exception. It happens even when I try to read a single byte so I don't believe it's bounds related. The DataPtr isn't null.

Thanks in advance for any suggestions.
  
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Smirftsch
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Re: Vulkan Render Device
Reply #1 - Sep 21st, 2019 at 10:34am
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Impossible to say this way without more information. Perhaps you want to check how it is done in the old OpenGL or UTGLR renderers?
  

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[]KAOS[]Casey
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Re: Vulkan Render Device
Reply #2 - Sep 26th, 2019 at 8:31pm
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some textures don't have MIPs, I think you need to check if the ptr is not NULL. this is all just offhand.. i have some code that is related i can check out later.
  
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yrex
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Re: Vulkan Render Device
Reply #3 - Sep 27th, 2019 at 2:48pm
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Many things that the rendering API gives you (such as FTextureInfo's and lightmaps) become invalid very fast. So you have to either render them immediately, or store them somewhere.

That's based on my limited experience with 226.
  

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