terrain-generator | A Perlin Noise generator that provide as output a geometry | Graphics library
kandi X-RAY | terrain-generator Summary
kandi X-RAY | terrain-generator Summary
Terrain Generator for Three.js.
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Top functions reviewed by kandi - BETA
- Blur a box in a canvas
- Blur a box in a canvas
- Handler for mouse move .
- Start mouse down
- handle pan events
- draws a shader object
- The mouse wheel event handler
- Creates a BufferGeometry .
- Blur a box
- A keyup event handler .
terrain-generator Key Features
terrain-generator Examples and Code Snippets
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Trending Discussions on terrain-generator
QUESTION
I'm using Jonno Robson's Vulkan code base from github found here: Vulkan-Terrain-Generator as a guide and or learning reference to better understand Vulkan. I don't have any issues with the source code itself, but my question or concern pertains to compiling GLSL shader codes into Spir V code. I am new to SpirV its compilers and tool kits. I've tried using both: glslangValidator.exe and glslc.exe to convert the shader files into Spir V files.
In Jonno's code base, he converted each GLSL shader file into a corresponding spirv file. I tried using the flag options that he used in his batch file the only difference is I replaced the directory that points to his glslangValidator.exe with my own directory.
I'm trying to achieve the same effect where it will take all of the shader files that are in the directory of the batch file to be compiled from GLSL to Spir V where it will append .spv
to the end of each of the new SpirV files that it will generate in that directory after converting it from GLSL to the respected Spir V byte code.
Here is what my batch file looks like:
compile.bat
...ANSWER
Answered 2019-Sep-19 at 07:23You need to ensure you provide an input name for each file, the example purely used %1 which was then issued as a paramter from command line, something like:
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