**Troubleshooting** - Shader compiler not found - Ensure `glslangValidator` (and/or `glslc` on Windows) is on `PATH`. - Re‑open your terminal after installing the Vulkan SDK. - Windows SDK version mismatch - `CMakeLists.txt` references `C:/VulkanSDK/1.3.296.0` by default. - Update the path or set `VULKAN_SDK` to your installed version. - Validation errors on startup - Update GPU drivers and Vulkan SDK. - Try running a Release build to confirm if the issue is validation‑only. - Black screen or out‑of‑date swapchain - Resize the window once to force a swapchain rebuild. - Check the ImGui “Targets” window for swapchain/draw formats and extent. - No models rendering - Verify `assets/police_office.glb` exists (see `docs/ASSETS.md`). - Open the “Scene” window to confirm draw counts > 0. - Shader changes not visible - Confirm the `.spv` file changed (timestamp) and click “Reload Changed” in the Pipelines window. - Ensure you are editing the correct files referenced by `shaderPath()`. - GLSL error: `no such field in structure 'materialData': extra` - Ensure `shaders/input_structures.glsl` defines `vec4 extra[14];` inside `GLTFMaterialData` to match C++ `MaterialConstants`. - Normals look inverted when using normal maps - The engine expects +Y (green up) tangent-space normals. Flip the green channel in your texture if needed. - Tangent seams or artifacts - Build with MikkTSpace enabled: `-DENABLE_MIKKTS=ON`. - Check that your mesh has non-degenerate UVs.