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Vulkan / Re: Vulkan - Nuklear
« Last post by ealrann on November 20, 2018, 19:29:51 »
Thanks for your answer.

Yep, I saw that. I already have a functional vulkan pipeline, and I converted the opengl calls into vulkan ones. I just missed something I guess.

I'll share the code if I make it works.
Vulkan / Re: Vulkan - Nuklear
« Last post by spasi on November 20, 2018, 18:54:55 »
Right, nk_handle is a union, you can use either id or ptr to store a handle. So, ptr is fine for a Vulkan image id.

As for why you get a black screen, note that Nuklear does not perform any rendering. You iterate the generated list of NkDrawCommand and it's up to you do the right OpenGL or Vulkan calls. For example, at line 606 of the existing demo, there's a glBindTexture(GL_TEXTURE_2D, cmd.texture().id()) call. In a Vulkan renderer, you'd use cmd.texture().ptr() instead.
Vulkan / Re: Vulkan - Nuklear
« Last post by ealrann on November 20, 2018, 12:01:22 »
Hello Spasi,

Yeah, actually I try to convert the GLFWDemo you speak about. But same question with the default_font: line 238:
Code: [Select]
.texture(it -> it

fontTexID comes from:
Code: [Select]
int fontTexID = glGenTextures();
In Vulkan World, no glGenTextures, and IDs are long, not int; so I'm not sure what to use for this field.

So, for now I replace that by:
Code: [Select]
.texture(it -> it

Still have a black screen for now haha.
Yes, I see! Thank you very much!
The GitHub search tokenizer is kina bad when it comes to this. Search for the full string "Java_org_lwjgl_system_jni_JNINativeInterface_nNewDirectByteBuffer" on GitHub in the repo.
Lightweight Java Gaming Library / Where to find source code of nNewDirectByteBuffer?
« Last post by Uze on November 19, 2018, 17:10:47 »

I wonder where is the source code of native method org.lwjgl.system.jni.JNINativeInterface#nNewDirectByteBuffer ?
I'm unable to find it in here https://github.com/LWJGL/lwjgl3 and don't know where else to look?
Vulkan / Re: Vulkan - Nuklear
« Last post by spasi on November 19, 2018, 14:37:28 »

I'm not sure about the null texture.

LWJGL builds nuklear without NK_INCLUDE_FONT_BAKING, which means that the nk_font_atlas functionality is not available. Including it would bundle stb_truetype & stb_rect_pack with nuklear, but those are already available in LWJGL's stb bindings. See the GLFWDemo (lines 141-240) for an example of how you can implement the same functionality.
Vulkan / Vulkan - Nuklear
« Last post by ealrann on November 19, 2018, 12:00:21 »

I'm trying to use the Nuklear binding, and I have few questions:
- In the GLFWDemo.java:
Code: [Select]
// null texture setup
int nullTexID = glGenTextures();

With vulkan, no glGenTextures. What should I put into the field ID (int)? I thought of an Image ID, but it's a long.

- Hard to find any code about Nuklear and Vulkan, but there is this one: https://github.com/m0ppers/nuklear-glfw-vulkan. He's using nk_font_atlas, but I don't see anything like that in the LWJGL binding, maybe I missed something?
OpenGL / Re: Lwjgl and Mac Mojave
« Last post by nbilyk on November 13, 2018, 22:52:17 »
Ah thank you!  Is there a way to do one version for opengles and one version for desktop?  (That part I can figure out on my own now that I have the right direction)
OpenGL / Re: Lwjgl and Mac Mojave
« Last post by KaiHH on November 13, 2018, 21:03:57 »
There has never been an actual GLSL #version 100 in OpenGL for Desktop. What you are referring to with WebGL is GLSL for OpenGL for Embedded Systems (OpenGL ES) which WebGL derives off of, which uses #version 100 for OpenGL ES 2.0. The first GLSL version in OpenGL for Desktop was introduced as #version 110 with OpenGL 2.0.
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