#Raycasting - rays dont get recorded
22 messages ยท Page 1 of 1 (latest)
Can you post your ray tracing setup code? Might be caused by a bad/wrong flag combination, but hard to tell without actual code.
If in doubt, run your app through a graphics debugger with RT support
GPU -Assisted Validation also helps.
I will cleanup my code,make it readable again and then post it :) while trying to find the error i butchered it a bit
Ok cleanup took longer than expected this is the new log
And this is my code, external functions for buffer allocation for the resource manager should work properly i used them successfully for graphics pipeline buffer creation and compute buffer creation in the same framework
Would greatly appreciate assistance on this i feel like i really tried everything at this point :/
You just mean vulkan validation layers? i already have them on they also fired while setting this up until i reached the point where i am at now. They dont throw me any warnings or errors but the rays dont shoot
Ill try that next do you have any specific recommendations for me that i could use?
There aren't that many choices. If you're on nvidia, use nsight, if you're on amd, use rgp.
๐ thx
I also have some progress hehe at least there is something in there now before it was just zeros
the shader im using:
the output
yes.... GPU Assisted Validation on the Vulkan Configurator app. It points out stuff not working correctly on the GPU that the core validation cannot catch.
๐ perfect thx ill take a look
nsight doesnt seem to work with my application :/ it crashes
i can launch the gpu profiler but only if i keep the editor rendering enabled then its hard to track the raytracing calls though since they only happen once