DEVLOG 20 - A Better Triangle
Intro
Hi Stardance!
This triangle was created with Render Graph. The entire process is divided into two steps: the first draws the triangle on a user-selected image, and the second takes that image, samples it, and draws it on the swapchain so the triangle can be seen on screen.
Clean and Simple API
The beauty of this is evident in the photo (third attachment). You only need to write a few lines of code to achieve all this compared to the complexity and number of lines of code required by Vulkan. Render Graph thus creates all the resources needed for synchronization, such as barriers, and attempts to alias memory whenever possible. It also leverages Resource Pooling, so images aren’t destroyed and recreated at every frame. Instead, if they have identical requirements, they are reused, avoiding unnecessary Vulkan calls.
MSAA Deprecated
MSAA images have been deprecated because, from a desktop computer perspective, they aren’t worth using because they require a lot of computational resources. To achieve anti-aliasing, it’s best to use post-processing passes that use FXAA (Fast Approximate Anti-Aliasing) or TAA(Temporal Anti-Aliasing).
There are probably some bugs still present in the Render Graph despite the many already fixed; I’ll work on them.
Comments 2
graphics r super cool
neat project
Thank you <3
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