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  • 02/16/16 08:00 AM
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    Vulkan Tutorial 1: Introduction to Vulkan on Qualcomm® Snapdragon™ Processors

    Graphics and GPU Programming

    khawk
    • Posted By khawk

     

    Vulkan is the latest graphics API from Khronos and it’s designed to make it easier for developers to use the GPU for greater realism in 3D graphics and greater efficiency in compute applications. Qualcomm Developer Network is introducing you to what Vulkan is, what Vulkan is not, and other things you should know about the new Vulkan API and your graphics development.



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      We are pleased to announce the release of Matali Physics 4.3. The latest version introduces significant changes in support for DirectX 12 and Vulkan. Introduced changes equate the use of DirectX 12 and Vulkan with DirectX 11 and OpenGL respectively, significantly reducing the costs associated with application of low-level graphics APIs. From version 4.3, we recommend using DirectX 12 and Vulkan in projects that are developed in the Matali Physics environment.
       
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      Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined.
       
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      You can find out more information on www.mataliphysics.com

      View full story
    • By komires
      We are pleased to announce the release of Matali Physics 4.3. The latest version introduces significant changes in support for DirectX 12 and Vulkan. Introduced changes equate the use of DirectX 12 and Vulkan with DirectX 11 and OpenGL respectively, significantly reducing the costs associated with application of low-level graphics APIs. From version 4.3, we recommend using DirectX 12 and Vulkan in projects that are developed in the Matali Physics environment.
       
      What is Matali Physics?
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    • By glararan
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I just want to learn how I should debug it and find where problem is located. Could you give me guide please?
      Source code
      Source code rendering just few vertices (working)
      Difference between links are:
      Moved from Qt math libraries to glm Moved from QImage to gli for Texture class Added tessellation shaders Disabled window sampling Rendering terrain using heightmap and texturearray (Added normals and UV) Thanks
    • By Sword7
      Folks,
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    • By Andy Somogyi
      Would anyone be able to point me to an object picking example with Vulkan using the render each object using a different color to a texture in a separate rendering pass and read those texture pixels to get the color value approach. 

      I'm very new to Vulkan, and I'm starting to port my OpenGl apps over, and I use this technique a lot. 
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