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gl_vk_meshlet_cadscene's Issues

Missing NVMESHLET_VERTEX_ALIGNMENT and NVMESHLET_PRIM_ALIGNMENT defines

Hello;
I compiled one Linux / Fedora 28 with HAS_OPENGL options not Vulkan and then the glsl shader compiler fails with missing values for NVMESHLET_VERTEX_ALIGNMENT and NVMESHLET_PRIM_ALIGNMENT.

Where would I find these values outside of nvmeshlet_utils.glsl? What should they be?

Thank you,

dave

Viewport not responsive after building

Built the vulkan only executable and launched with the respective .cfg files. Viewport is non responsive.

OS: Win10 18362.19h1_release.190318-1202
Windows SDK version 10.0.17763.0
Vulkan SDK 1.1.121.2

Had to add
#include <stdexcept>
in deviceutils_vk.cpp to build

Multiple variables bound to same descriptor

The packbasic path binds uint[] and uvec2[] arrays to GEOMETRY_SSBO_PRIM, and uses them both. I didn't know this kind of aliasing was legal. What is the reason? The vertex and primitive loops are the heart of the mesh shader but are undocumented, and I can't piece together why these loops, that are seemingly doing different things, are loading from the same aliased data.

path to download resources doesnot exists

--> using Vulkan Headers from: C:/VulkanSDK/1.3.211.0/Include
Downloading http://developer.download.nvidia.com/ProGraphics/nvpro-samples/worldcar.csf.gz to C:/Users/Local_Admin/Documents/GitHub/cadScene/downloaded_resources/worldcar.csf.gz
Downloading http://developer.download.nvidia.com/ProGraphics/nvpro-samples/blade.csf.gz to C:/Users/Local_Admin/Documents/GitHub/cadScene/downloaded_resources/blade.csf.gz
Configuring done

empty files are downloaded which fails at run time.

It looks like the path http://developer.download.nvidia.com/ProGraphics/nvpro-samples doesn't exists.

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