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Type: Posts; User: noobofcpp
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August 30th, 2022, 02:02 AM
I've found the solution i just need to put some funtion in my base app class destructor
VulkanApp::~VulkanApp()
{
glfwDestroyWindow(mGLFWWindow);
glfwTerminate();
}
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August 30th, 2022, 01:01 AM
I got Unhandled exception at 0x00007FFB80B9DFA4 (TextShaping.dll) in CubeHLSL.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x00000055C9473FC8).
36053
The void...
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Update : It turns out I forgot to do
mWindowTitle = appName;
in my app initialization function.Foolish me. Sorry for the trouble. Have a nice day folks.
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Update: I tried on simple console app and it works fine.This confusing me.
#include <iostream>
#include <sstream>
int main()
{
int i = 0;
std::ostringstream ss;
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Tried to my update my window title with some performance metrics for my vulkan renderer with std::ostringstream. When i run it tells there's access violattion leading to xtring file funtion size_t...
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November 15th, 2021, 04:46 AM
So if creating new thread is costly then i should use a thread pool right? can you recommend a good thread pool library and a free profiler tool to check function execution time
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November 15th, 2021, 12:21 AM
Just tried to implement multithreading rendering with vulkan and the result is dissappointing that multithreading code is 4x slower than singlethread. Tried multithreading on my cpu ray tracer code...
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April 16th, 2021, 04:27 AM
thanks for the explaination sir. i think i understand
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April 15th, 2021, 01:55 AM
after you asked to measure execution time, i did test with std::chrono::steady_clock::now() on it and emplace_back is slightly faster. Sorry didnt thought to test it before. So the emplace_back is...
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April 14th, 2021, 11:46 PM
Well i just figured out there's a emplace_back method than does same thing as push_back after 4 years messing around with c++. Which one is faster or which one should I use. Currently i use...
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I understand. Thank you for knowledge you give me.
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Hyper threading is one of my CPU features, so i think yes. There are 8 CPU graph on task manager.
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with four threads it took 0.0625277 seconds while 8 threads it took 0.0441792 seconds35617
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@wolle. Time taken to render with one thread is 0.133174 seconds while the multi threaded one is 0.0426739 seconds. What about Open MP? According to this post...
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@wolle my cpu is Intel Core i7 6700hq. It has 4 cores
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@2kaud can you show me example of variable locking
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I just wrote a simple ray tracer with multi threading. I divide the rendering process into 8 threads. The result is 3.5 times faster than using single thread.My question is, is it correct use of...
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October 24th, 2018, 02:34 AM
you're right mr wolle. That's actualy source of the problem. The vector object. distracted me from the the actual problem. Ahh how stupid am I. Thank you everyone for your time and effort to reply...
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October 23rd, 2018, 07:45 AM
The debugger show the frameIndex value is 0, while the mMSAAFramebuffers vector size is 2. I'm sure the problem is not that. It throws read access violation even i'm trying to print out the...
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October 23rd, 2018, 07:07 AM
I'm completely clueless what's going on here.Why it keep throwing read access violation.
35397
Here's the header file.
#pragma once
#include "Renderer\VulkanApplication.h"
#include...
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Why they use some kind of crazy naming convension and lot of underscores?
// constructors
vector_impl(_Mytype_t% _Right)
{ // construct by copying _Right
for (size_type _Idx =...
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March 16th, 2018, 04:10 PM
Thank you Mr VictorN it turns out i was mixing Debug and Release DLL
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March 16th, 2018, 01:46 PM
I recently encoutered weird situation where in Debug build the program got access violation at....while in Release build it runs without problem.How this such condition happens.Could be compiler bug...
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