Tag Archives: OpenGL

Porting AnKi to Vulkan part 2

In my Porting AnKi to Vulkan post I went into detail describing how AnKi’s interfaces changed to accommodate the Vulkan backend and how this backend looked like. Eight months have passed since then and a few things changed mainly towards … Continue reading

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The journey of porting AnKi to Vulkan

Someone once said “make it work, make it fast, make it pretty” and I’m happy (and at the same time relieved) to say that the effort of porting AnKi to Vulkan just hit the first major milestone! It’s working! I think … Continue reading

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Vulkan: The next Khronos graphics API… that is not OpenGL

This year’s GDC proved to be quite exciting. New technologies, new ideas and some heavyweight announcements. According to the press one of the most exciting presentations was Khronos’ Vulkan API and the demos running on top of it. That really … Continue reading

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Designing a new texture format

In this article we will be discussing the whys and whats of the new AnKi texture format. First we will try to shade some light on the current texture formats and what are their limitations and later we will present … Continue reading

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Screen Space Ambient Occlusion

“Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion” [Wikipedia.org] The proper way to do ambient occlusion is very expensive … Continue reading

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