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Ostalih dvanaest knjižara nalazi se širom Srbije i to u Nišu, Novom Sadu, Zrenjaninu, Čačku, Kragujevcu, Šapcu, Užicu, Kruševcu i Pančevu. U Beogradu se nalazi petnast od ukupno dvadeset osam knjižara (Kulturni centar Beograda, Ušće Shopping Center, Delta City, TC Merkator, SC Stadion Voždovac, RK Zvezda Zemun, Sremska 2, SC Rajićeva, Bulevar Tašmajdan, Bulevar City Store, SC Big Fashion, Beteks Banovo brdo, Ada Mall, Big Rakovica, Beo SC). Osnovu naše ponude čine knjige svih domaćih izdavača. Vodili smo se idejom da čitalačkoj publici na jednom mestu ponudimo kvalitetan izbor.
Vulkan BETA.4404 Graphics Driver for Windows® 7/8.1/10. - Intel
Možete birati beletristiku, stručnu literaturu, popularnu nauku, umetnost, enciklopedijska izdanja, dečje knjige, naučnu i epsku fantastiku, sve što poželite da čitate u zavisnosti od Vaših afiniteta. Ono što Vulkan čini drugačijim je veliki izbor knjiga na stranim jezicima iz oblasti arhitekture, dizajna, umetnosti, grafičkog dizajna. U prilici ste da pronađete i veliki broj svetskih hitova koji još nisu prevedeni na srpski jezik.
U Knjižarama Vulkan možete pronaći i bogat gift program, kao i papirnu galanteriju, širok izbor kancelarijskog materijala, muziku. Knjižare Vulkan potrudiće se da vam pomognu da živite bogatije i zadovoljnije kroz zabavu, obrazovanje i inspiraciju! One of the key differences between Open GL and Vulkan -and something that needs careful consideration when porting to Vulkan- is the coordinate system.
Khronos’ Vulkan working group decided not to use GL’s commonly used coordinate conventions in favor of something more widely used and accurate and that’s the main reason behind this shift. The first thing to note is that Vulkan requires the right hand NDC space compared to GL that requires the left hand. In other words the (-1, -1) NDC coordinate maps to the top left corner for Vulkan and to the bottom left corner for GL. In practice, if a Vulkan application ignored this convention the final output will end up flipped in the Y axis and inside out. Khronos group understood that this difference is not easy to workaround that’s why they tried to fix it as part of KHR_VK_maintainance1 extension.
Vulkan vs DirectX11 BaldursGate3 - reddit
What KHR_VK_maintainance1 basically does is to allow a negative height in Vk Viewport structure. In practice this allows us to flip the viewport in the Y axis during the viewport transform. How An Ki is flipping the viewport is a bit weird and I’m not sure if it’s the best way to go.
The logical question here is why do we need the second step? Why not flip the viewport at all times and for all types of render passes? Vulkan not only expects a right hand NDC space but it also requires gl_Frag Coord’s origin to be at the top left corner as well.
gl_Frag Coord’s origin is configurable in GL but SPIR-V doesn’t allow us to move it to the bottom left corner. The SPIR-V specification has some wording in place for a bottom left origin but at the moment it’s an error to use it.
The fact that offscreen render passes are logically flipped helps us to workaround this limitation. This is the code that changes the front Face (in An Ki the front Face is not configurable and it’s always CCW): const Bool flipvp = m_default Fb; const int minx = m_viewport[0]; const int miny = m_viewport[1]; const int maxx = m_viewport[2]; const int maxy = m_viewport[3]; unsigned fb Width, fb Height; get Bound Framebuffer Attachments Size(fb Width, fb Height); Vk Viewport s; s.x = minx; s.y = (flipvp) ? (fb Height - miny) : miny; // Move to the bottom; s.width = maxx - minx; s.height = (flipvp) ?
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-(maxy - miny) : (maxy - miny); Depth = 0.0; Depth = 1.0; vk Cmd Set Viewport(m_handle, 0, 1, &s); The next difference between the two APIs is the range or Z in NDC space (a.k.a. In GL, by using a typical GL projection matrix Zd ends up in [-1, 1] after the perspective division just like X and Y. The viewport transform for the Z component is given by this equation: The f and n are the far and near limits and they are typically 0.0 and 1.0 respectively. So the equation above gives a new range in [0, 1] and that’s the depth value that will be used for depth testing and will be stored in the depth buffer. The fact that GL expects Zd in [-1, 1] gives some kind of consistency since all 3 components (X, Y and Z) end up in the same range. One interesting property of floating point numbers (in the [0.0, 1.0] range) is that they have better precision closer to 0.0. This property has an interesting impact in the accuracy of the depth buffer. For GL’s range it practically gives OK accuracy close to the near plane (Zd==-1) the best quality somewhere close to the camera (Zd==0.0) and worse close to the far plane (Zd==1).
Direct3D is using another convention where it expects Zd in [0.0, 1.0] for optimal depth accuracy. In Vulkan, the viewport transform for the Z component is given by this equation instead: max Depth is typically 1.0 and min Depth 0.0. If Zd is mapped in [0, 1] then depth will be in [0, 1] as well.