There seems to be some problem with multiple vertex buffers at 37:25 in the video. The vertex input in the shader does not specify the binding and the default value is 0. Therefore, the binding corresponding to in_position, in_tex_coord, and in_normal in the Vulkan code should all be 0 instead of 0, 1, and 2.
Vertex inputs don't allow specifying a binding id in the shader code, just location. The binding id in the VkVertexInputAttributeDescription struct you are refering to is connected to the order of vertex buffers that are bound. The location id in this struct is linked to the vertex input locations in the vertex shader code.
We've tried to post the links here several times, but UA-cam keeps removing them. Also the instructions of how to find them on the internet are getting removed. We'll try to get the links added to the video description.
This was the much needed Vulkan tutorial for a newbie. Much Love for this work.
Great tutorial. You even made it that I can understand it with only bavarian Hauptschulabschluss.
Thank you for the lecture. Awesome slides and very insightful for beginners
this hat off the best video for beginners i have seen
Thank you for this amazing lecture.
This is a great video. Thank you for posting, it has helped immensely with my understanding of Vulkan.
Amazing. Thanks for the video. Love the schema.
Great tutorial! Very clear and simple. Vulkan really is a breath of fresh air after OpenGL, I love it!
Phenomenal Video
Thank you!
Finally found!
😂
There seems to be some problem with multiple vertex buffers at 37:25 in the video. The vertex input in the shader does not specify the binding and the default value is 0. Therefore, the binding corresponding to in_position, in_tex_coord, and in_normal in the Vulkan code should all be 0 instead of 0, 1, and 2.
Vertex inputs don't allow specifying a binding id in the shader code, just location. The binding id in the VkVertexInputAttributeDescription struct you are refering to is connected to the order of vertex buffers that are bound. The location id in this struct is linked to the vertex input locations in the vertex shader code.
hi, is there a task list for parts 2, 3 and 4?
Any way we can get access to the resulting code of the coding sessions?
We've tried to post the links here several times, but UA-cam keeps removing them. Also the instructions of how to find them on the internet are getting removed. We'll try to get the links added to the video description.
Good news: Link to framework and instructions for PART 1 have been added to the video description. :)
@@johannesugb Can we get access to the later parts?
Seems like a Vulkan queue is not at all like the traditional "computer science" first-in first-out queue, but more like an N-Lane motorway.
Yeah, that's a great description! And with synchronization, you introduce traffic rules.
@@cgtuwien Now the word "barrier" makes more sense
Is the solution for part 1 tasks posted anywhere?
Do you have demos that I can run on Arch/Wayland/Vulkan?
@cgtuwien?
Thanks, It's time ti replace old/legacy GLSL to Modern HLSL
Either way, it will be compiled to SPIR-V, so it doesn't matter too much :)
is vulkan a battery? cause i have a battery and it's from vulkan.
huawei