Hi i’am pretty new to Vulkan (never done OpenGL before) and got some questions.
I’ve got a working Vulkan setup where i can load and display a 3D model, turn it with the mouse and zoom in/out.
A vertex and fragment shader is applied doing some basic phong shading.
Now my question is, what is the proper way to render normals into the scene?
As i understand i have to setup a second render pass with pipeline, descriptor sets and so on + a geometry shader that
renders the normals. Am i right, or is there a much simpler approach? Maybe with subpasses?
The purpose of showing the normals is to fix the broken phong shading. I can see inside the model, which
seems not to be right in the first place. Maybe it’s a problem with flipped normals, or the right handed coordinate system
in conjunction with an left handed phong shading algorithm. Any suggestions would be appreciated.
Thanks in advance
Bernhard
Some Infos:
IDE: Qt
OS: Ubuntu
GPU:
apiVersion = 4194306
driverVersion = 1
vendorID = 0x8086
deviceID = 0x0162
deviceType = INTEGRATED_GPU
deviceName = Intel® Ivybridge Desktop