Friday, August 25, 2017

outlook 2016 slow rendering when switching between views

i disabled graphics acceleration to solve this issue. no idea why that worked but it does.

https://www.windowscentral.com/top-6-tips-and-tricks-speed-outlook-2016-windows-10


Wednesday, August 23, 2017

windows 10 icons look HUGE!

turn off scaling in display settings, was not doing me any favors and looked terrible.

usb 3.0 interference

had an interference issue in the past...wonder if it was related to this. explore later.

http://support.logitech.com/en_us/article/38032

Sunday, August 06, 2017

Vulkan SDK and building your first demo

i wanted to build my own texture mapped rotating cube from an empty project. haven't gotten that conpleted yet because i spent quite a bit of time exploring what was in the lunarG SDK.

after looking at the DEMOS directory I decided to see what it would take to build that source in another separate project. here's what i wrote down along the way:

Building a basic vulkan sdk app based on the Vulkan SDK DEMO (not sample)….  cube.c located in the directory: C:\VulkanSDK\1.0.54.0\Demos



  1. Actually create a *.c file instead of a *.cpp file..because there are non MSVC C++ compiler 'features' exploited like init'ing structs without the full declarations.
  2. Change to an x64 build instead of x86 (you can find a way out of this but I don't need a 32 bit app anymore)
  3. Add the path to the include directories to the Vulkan SDK includes: C:\VulkanSDK\1.0.54.0\Include
  4. Change the character set to 'not set' because they didn't use unicode
  5. Add a library path: The library path needs to include the path that points to vulkan-1.lib, something like: C:\VulkanSDK\1.0.54.0\Lib
  6. Add the library to the library line: vulkan-1.lib
  7. Copy the set of -D flags from cube.c to the new workspace. I don't know/care exactly what the flags are right now, but mostly this sorts through the various Oss for WinMain vs. main for example. 
  8. Copy cube_frag.spv and cube_vert.spv to the directory. I will look at the source for these shaders in the future, not right now. This is specifically for the DEMOs.


From what I can tell, [1] is leveraging some default compiler behavior to initialize non initialized values. 
To resolve the 'unrsesolved WinMain() see [6]'