Grafik

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part presents command pool creation and command buffers allocation and recording.
  • Linux*
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Spieleentwicklung
  • Windows*
  • C/C++
  • Anfänger
  • Fortgeschrittene
  • vulkan
  • Vulkan API
  • api
  • render pass
  • image views
  • framebuffers
  • swap chain
  • graphics pipeline
  • Viewport
  • rasterization
  • multisampling
  • color blending
  • command pool
  • Command Buffers
  • OpenGL*
  • Spieleentwicklung
  • Grafik
  • Lizenzvertrag: 

    API without Secrets: Introduction to Vulkan* Part 2: Swap Chain

    This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it then presented on the screen. Presentation involves acquiring an image, submitting a command buffer, and the presentation process itself.
  • Linux*
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Spieleentwicklung
  • Windows*
  • C/C++
  • Anfänger
  • Fortgeschrittene
  • vulkan
  • Vulkan API
  • api
  • swap chain
  • Command Buffers
  • image layout
  • OpenGL*
  • Spieleentwicklung
  • Grafik
  • Lizenzvertrag: 

    没有任何秘密的 API: Vulkan* 简介第 1 部分:序言

    This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
  • Linux*
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Spieleentwicklung
  • Windows*
  • C/C++
  • Anfänger
  • Fortgeschrittene
  • vulkan
  • Vulkan API
  • api
  • instance
  • physical device
  • logical device
  • queue
  • OpenGL*
  • Spieleentwicklung
  • Grafik
  • Lizenzvertrag: 

    API without Secrets: Introduction to Vulkan* Part 1: The Beginning

    This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
  • Linux*
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Spieleentwicklung
  • Windows*
  • C/C++
  • Anfänger
  • Fortgeschrittene
  • vulkan
  • Vulkan API
  • api
  • instance
  • physical device
  • logical device
  • queue
  • OpenGL*
  • Spieleentwicklung
  • Grafik
  • Lizenzvertrag: 

    MSS for CentOS 7.2.1511

    Hi, 

    I've tried to install Intel MSS Professional Evaluation 2016 on my machine that runs on CentOS 7.2.1511 with Linux 3.10.0-327.10.1.el7.x86_64 kernel. The UMD was fine, but the KMD was not successful.

    I wonder, can the MSS be installed with the OS and kernel? Or must I downgrade the OS to 7.1.1503?

    Thanks,

    Mauritz

    Intel GPA и улучшение производительности Android-игр

    This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of the application is done using the Intel® Graphics Performance Analyzers (Intel® GPA) tool suite.
  • Android* OS
  • Android*
  • Spieleentwicklung
  • Graphics Performance Analyzers
  • GameCodeSample
  • City racer
  • System Analyzer
  • Frame Analyzer
  • frustum culling
  • Instancing
  • Spieleentwicklung
  • Optimierung
  • Grafik
  • Grafik abonnieren