Stop using bool in C++ for function parameters !
Introduction This article deals with the use of bool in C++. Should we use it or not? That is the question we will try to answer here. However, this is more of an open discussion than a coding rule. First of all, what is the bool type? A boolean variable is a variable that can […]
C++
(bool, C++11, expressive)
Indirect Rendering : “A way to a million draw calls”
Hello ! This time I am going to talk about the Multi Draw Indirect (MDI) rendering. This feature allows you to enjoy both the purpose of multiDraw and indirect drawing. Where does the overhead comes from? Issuing a lot of commands Issue a drawcall in GPU based rendering is a really heavy operation for the […]
OpenGL
(AZDO, batching, C++11, Indirect drawing, OpenGL)
Vulkan Pipelines, Barrier, memory management
Hi! Once again, I am going to present you some vulkan features, like pipelines, barriers, memory management, and all things useful for prior ones. This article will be long, but it will be separating into several chapters. Memory Management In Vulkan application, it is up to the developer to manage himself the memory. The number […]
Rendering, Vulkan
(AZDO, C++11, global illumination, OpenGL, Pipelines, rendering equation, Vulkan)