Graphics


RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware

By default RenderDoc only downloads resources used by the frame being captured. Resources not used during that frame are not saved. Unless ‘Ref. All Resources’ is enabled, that is. I recently fixed a bug in Ogre where Ref. All Resources would randomly corrupt GPU memory after capture; both in my […]


Vertex Formats Part 1: Compression

So, I tweeted What I just did: “Switch to SNORM16 for position and multiply the vertex by 64.0 when rendering the player’s cockpit for enough precision” – Me, right now: https://www.youtube.com/watch?v=Tnod9vtB4xA And that sparked waaay more attention than I thought. But it also made me realize lots of devs have incomplete […]