Open valters-tomsons opened 4 years ago
Instead of using VeldridStartup.CreateGraphicsDevice
and explicitly calling VeldridStartup.CreateVulkanGraphicsDevice
with PreferStandardClipSpaceYDirection = true
in options now renders the quad correctly!
So, the issue was that Y axis
on Vulkan actually points down, instead of up, like OpenGL.
I think the tutorial should explicitly use OpenGL or Vulkan and define the quads as supported by the API.
Same thing happened to me (also on Arch Linux coincidentally). Setting PreferStandardClipSpaceYDirection to true results in the same (more correct?) behavior I get when I run the same tutorial code on the same machine with the OpenGL device instead of Vulkan.
Maybe PreferStandardClipSpaceYDirection should be set to true by default in the library to ensure that the same code running on different 3D APIs produces the same output?
Can also confirm that passing in a GraphicsDeviceOptions
with PreferStandardClipSpaceYDirection = true
fixes the tutorial for me on Slackware and .NET Core 3.0. Didn't need to explicitly specify Vulkan, either; just passed the options as an extra parameter to the existing VeldridStartup.CreateGraphicsDevice(window)
call.
Hi! I've went through the "Getting Started" section of Veldrid documentation, but I can't seem to get anything drawn. Only thing I can see is I can change the color of
commandList.ClearColorTarget
the color gets changed, but the quad is not visible at all.I also tried building the sample code from repository with same results.
Running .NET Core 3.1 on Arch Linux (5.4.6). I do have Valve's ACO, but using LLVM compiler didn't change the outcome. (Running Vulkan)
I'm new to graphics programming, so I have no clue what's happening. I tried capturing a frame with RenderDoc and all I can see on timeline is a single "Colour Pass #1 (1 Targets)" with nothing more. It also doesn't report any API errors.