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pbr's Issues

device lost

vkQueuePresentKHR will get device lost(intel graphic)

Failed to load mesh file: meshes/skybox.obj

I compiled this project in Ubuntu 18.04, but have such error:

`./PBR

OpenGL 4.5 Renderer [Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) ]
Compiling GLSL shader: shaders/glsl/tonemap_vs.glsl
Compiling GLSL shader: shaders/glsl/tonemap_fs.glsl
Loading mesh: meshes/skybox.obj
Assimp: Error, T0: Validation failed: aiScene::mNumMeshes is 0. At least one mesh must be there
Error: Failed to load mesh file: meshes/skybox.obj`

If vulkan version miss some .spv files?

When I run PBR -vulkan on Windows, it first threw the VK_ERROR_LAYER_NOT_PRESENT ERROR,
then I modified the related code not to load layers, then run again, it threw the Error: Could not open file: shaders/spirv/tonemap_vs.spv
But I didn't find the tonemap_vs.spv in the shaders dir. Is there anything missed?

Can't clone this project completely.

Error downloading object: data/environment.hdr (f139d4c): Smudge error: Error do wnloading data/environment.hdr (f139d4c699dc27a0b2c3a110955469b2d293e5ed94984e2d da61717a5214ce9b): batch response: This repository is over its data quota. Accou nt responsible for LFS bandwidth should purchase more data packs to restore acce ss. Errors logged to C:\src\PBR.git\lfs\logs\20191122T175645.259632.log

Support building on macOS with MoltenVK

It would be great if someone modified projects/cmake/CMakeLists.txt to make this project build on macOS using MoltenVK. Unfortunately I don't have access to any Apple hardware to do it myself.

Which assimp version did you use?

Hi, thanks for sharing this cool project. I am wondering which assimp version are you using? I tried 3.2 and 4.1 and both versions give me some errors.

Cubemap Seams

Great learning resource! Thanks!

I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add:

 glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

To the cubemap textures to prevent any visible seams on cubemap edges.

image

Might be useful to anyone that finds it.

Build is failing with VS2022

Thanks a lot of this awesome project! It really helped me a lot setting up a basic PBR rendering pipeline.

Sadly I wasn't able to build the executable with VS2022,

I get a list of compile errors like...

Severity	Code	Description	Project	File	Line	Suppression State
Error	C2102	'&' requires l-value	PBR	C:\Users\pixtur\dev\__research\PBR\src\d3d12.cpp	377	

I already installed Vulcan. Does this error indicate that I also need a special version of DX12?

I there by any chance a prebuilt windows executable available?

Failed to load mesh file: meshes/cerberus.fbx

Direct3D 11 Renderer [NVIDIA GeForce GTX 965M]
Compiling HLSL shader: shaders/hlsl/pbr.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/pbr.hlsl [main_vs]
Compiling HLSL shader: shaders/hlsl/skybox.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/skybox.hlsl [main_vs]
Compiling HLSL shader: shaders/hlsl/tonemap.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/tonemap.hlsl [main_vs]
Loading mesh: meshes/cerberus.fbx
Assimp: Error, T7892: FBX-Parser (TOK_DATA, line 1, col 8) unexpected token, expected TOK_KEY
Error: Failed to load mesh file: meshes/cerberus.fbx

All asset data held hostage by LFS

I cannot access any of the data files. I get this LFS error:

This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.

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