Using final KHR ray tracing extension: VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query
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80 changed files with 2446 additions and 2351 deletions
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@ -30,9 +30,9 @@ Then replace the calls to `helloVk.loadModel` in `main()` by
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~~~~ C++
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// Creation of the example
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helloVk.loadModel(nvh::findFile("media/scenes/cube.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/cube.obj", defaultSearchPaths, true));
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helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths, true));
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
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std::random_device rd; // Will be used to obtain a seed for the random number engine
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std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
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@ -55,7 +55,7 @@ Then replace the calls to `helloVk.loadModel` in `main()` by
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}
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~~~~
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:warning: **Note:**
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**Note:**
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This will create 3 models (OBJ) and their instances, and then add 2000 instances
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distributed between green cubes and cubes with one color per face.
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@ -73,7 +73,7 @@ Remove the previous code and replace it with the following
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std::normal_distribution<float> disn(0.05f, 0.05f);
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for(int n = 0; n < 2000; ++n)
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{
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helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths, true));
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HelloVulkan::ObjInstance& inst = helloVk.m_objInstance.back();
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float scale = fabsf(disn(gen));
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@ -85,7 +85,7 @@ Remove the previous code and replace it with the following
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inst.transformIT = nvmath::transpose(nvmath::invert((inst.transform)));
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}
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
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~~~~
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The example might still work, but the console will print the following error after loading 1363 objects. All other objects allocated after the 1363rd will fail to be displayed.
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