Holy fuh. This is my biggest devlog so far, and by biggest I mean most time-consuming. In fact, I still haven’t finished working on this one hell of a feature. The feature is nothing else than my beloved Text Rendering. Now don’t get me wrong, I’m really close to finishing it, and from your feedback I know that voters do not like such big devlogs, but I truly lost track of time trying to get this to work. I got to the point of the text itself rendering, but the sampled Glyphs are not the ones that should be sampled. For example, when I try to sample ‘h’ for ‘hello’, it gives me an ‘e’. Do I know why that happens? Not at all. I mean, I guess it could be coming from how I actually send the Glyph data to the GPU using image copies and all that, but I can’t be sure until I check it out for myself. I was struggling with a bunch of validation errors all along the process of implementing this, which ended in me creating another VkPipeline, another VkRenderPass, more descriptor sets, including a bindless one. That was really hard. Well, not necessarily hard, but time-consuming, yeah. It’s weird having to make a devlog mid-implementation, but eh, at least I get to yap a bit and share another Bible verse. Speaking of which,
Psalms 23:6
“Surely your goodness and love will follow me all the days of my life, and I will dwell in the house of the LORD forever.”