Successful PasVulkan test on an AMD Radeon RX580 8GB graphics card

Successful PasVulkan test on an AMD Radeon RX580 8GB graphics card, so it seems that PasVulkan now seems to work with NVIDIA, AMD, Mali, Adreno and Intel GPUs, although with Intel GPUs it does only under Linux correctly, under Windows however not (due to a still non-fixed Windows Intel graphics driver issue). And with PowerVR GPUs it still crashes right at the startup.


Work-In-Progress Race Track Editor for my antigravity racing game project

Work-In-Progress Race Track Editor for my antigravity racing game project. The camera jumps in the video capture are caused by the KVM-IP software "Mouse without Borders", which has problems with mouse wrapping, in other words, these camera jumps do not happen otherwise in normal use without KVM-IP software.

Hand controller tracking at my PasOpenVR project is also working now

Hand controller tracking at my PasOpenVR project is also working now 🙂

And not to mention the unreliability of camera-based controller tracking on WMR VR headsets in dark rooms where it has no reliability reference visual tracking points then.

New side-project PasOpenVR - OpenVR-based Virtual Reality with Object Pascal

My new side-project "PasOpenVR" OpenVR-based Virtual Reality with Object Pascal, compatible with Delphi >= 10.2 and FreePascal >= 3.0.4.

The next step is to implement the tracking of the hand controllers

First working versions of TpvGUIColorWheel and TpvGUIColorPicker in the PasVulkan GUI subframework

First working versions of TpvGUIColorWheel and TpvGUIColorPicker in the PasVulkan GUI subframework, where the whole triangle color wheel is rendered by the GPU itself only with two GPU-triangles with help of fragment-shader-side 2D signed-distance-field-stuff, and  where it can be also controlled purely with the keyboard.



PasVulkan GUI subframework now with Window-tabbing feature

PasVulkan GUI subframework now with Window-tabbing feature with Ctrl+(Shift+)Tab


First working version of TpvGUIVulkanCanvas in the PasVulkan GUI subframework

First working version of TpvGUIVulkanCanvas in the PasVulkan GUI subframework, it works completely without render-to-texture tricks, so it is rendered directly to the final framebuffer, but which is a bit tricky with the two-pass front-to-back-opaque and back-to-front transparent GUI rendering strategy, so it is a three-pass GUI rendering strategy here, with a third back-to-front opaque VulkanCanvas render pass as "first" pass.



The two different GUI rendering strategies at PasVulkan with the Vulkan API

Admittedly, the Vulkan API calls could potentially be further optimized and merged.

The Vulkan header generator and Vulkan header of PasVulkan is from this time point on also Vulkan 1.1 ready now

The Vulkan header generator and Vulkan header of PasVulkan are from this time point on also Vulkan 1.1 ready now, which took me about an hour to tweak and fix the PasVulkan Vulkan header generator for the new vk.xml format changes and vk.xml format additions. So have fun! 🙂

Mali T760 MP8 non-working-fragment-discarding issue workarounded

PasVulkan GUI subframework Mali T760 MP8 non-working-fragment-discarding issue is workarounded with VK_DYNAMIC_STATE_SCISSOR now.