Search found 6 matches

by skumbananaaa
10 Dec 2020, 11:29
Forum: General Discussion
Replies: 5
Views: 2461

Re: Crash in Vulkan RenderDevice

I'm not saying that I can't crash there, obviously, it can. Since I can't debug anything about Noesis I cant really say what the problem is. I'm just saying that the View and the RenderDevice seem valid (not garbage memory or nullptr) since UpdateRenderTree and RenderOffscreen run successfully. Ill ...
by skumbananaaa
10 Dec 2020, 08:37
Forum: General Discussion
Replies: 5
Views: 2461

Re: Crash in Vulkan RenderDevice

Yes, correct, the crash is happening in Render(). Seems odd to me that UpdateRenderTree and RenderOffscreen can run without crashing but Render crashes right after. I mean, to me it seems unlikely that there is any problem with the view since those functions run, and those functions depend on the Re...
by skumbananaaa
09 Dec 2020, 15:44
Forum: General Discussion
Replies: 5
Views: 2461

Crash in Vulkan RenderDevice

We have a problem where we randomly crash in m_View->GetRenderer()->Render(); The weird thing is that we can get through the following without crashing: m_View->Update(EngineLoop::GetTimeSinceStart().AsSeconds()); m_View->GetRenderer()->UpdateRenderTree(); m_View->GetRenderer()->RenderOffscreen(); m...
by skumbananaaa
06 Oct 2020, 12:53
Forum: Showcase Gallery
Replies: 2
Views: 16517

Re: C++ Vulkan Implementation

Yeah, thanks, I'll be sure to do that!
by skumbananaaa
02 Oct 2020, 11:45
Forum: Showcase Gallery
Replies: 2
Views: 16517

C++ Vulkan Implementation

I created a Vulkan implementation of NoesisGUI in a game engine me and my friends are developing which uses Vulkan as the underlying graphics API. I thought I could share it here if anyone wants to take a look. I haven't had time to test it very much. Tiled rendering hasn't been tested at all. All t...
by skumbananaaa
29 Sep 2020, 09:40
Forum: General Discussion
Replies: 1
Views: 862

Memory Leak

I have a very basic implementation of Noesis in my Engine. I initialize one view, one renderdevice, and two textures, glyphs and ramps. All Textures are released, the RenderDevice is released, the view is released and I call Noesis::GUI::Shutdown(). But still I get a memory leak detected from Noesis...