Closed sauron65 closed 1 year ago
Not sure this is your issue I am seeing you maping/unmaping your uniform buffer memory in your UpdateUniformBuffer method
void * data;
vkMapMemory(device, uniformBuffersMemory[currentImage], 0, sizeof(ubo), 0, &data);
memcpy(data, &ubo, sizeof(ubo));
vkUnmapMemory(device, uniformBuffersMemory[currentImage]);
but the tutorial merely memcopies to the mapped buffer
memcpy(uniformBuffersMapped[currentImage], &ubo, sizeof(ubo));
Both ways should work fine. The tutorial did map and unmap for each update too, but I removed that with a PR recently as it's not really necessary to constantly map and unmap.
I fixed the issue a while ago actually, and forgot to close this. It was something with glm::lookAt
creating a view matrix instead of a world matrix.
I don't know what the problem is, I checked my code multiple times, but the square isn't showing. It might be because I'm not using glm (I made my own matrix class), but I did a test and the matrix is working the same as glm. I don't see any errors or warnings in the validation layers. My code is at https://github.com/sauron65/cpp-vulkan-uniforms
(I only got to the part in Descriptor pool and sets where it shows an image with a 3D square)