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Customizing Operations定制操作 There is an ongoing development today where more and more protocols are built upon HTTP for transport. This has obvious benefits as HTTP is a tested and reliable protocol that is widely deployed and has excellent proxy-supp…
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[译]Vulkan教程(32)生成mipmap Generating Mipmaps 生成mipmap Introduction 入门 Our program can now load and render 3D models. In this chapter, we will add one more feature, mipmap generation. Mipmaps are widely used in games and rendering software, and Vulkan g…
[译]Vulkan教程(30)深度缓存 Depth buffering 深度缓存 Introduction 入门 The geometry we've worked with so far is projected into 3D, but it's still completely flat. In this chapter we're going to add a Z coordinate to the position to prepare for 3D meshes. We'll use…
[译]Vulkan教程(28)Image视图和采样器 Image view and sampler - Image视图和采样器 In this chapter we're going to create two more resources that are needed for the graphics pipeline to sample an image. The first resource is one that we've already seen before while work…
[译]Vulkan教程(27)Image Images Introduction 入门 The geometry has been colored using per-vertex colors so far, which is a rather limited approach. In this part of the tutorial we're going to implement texture mapping to make the geometry look more interes…
[译]Vulkan教程(24)索引buffer Index buffer 索引buffer Introduction 入门 The 3D meshes you'll be rendering in a real world application will often share vertices between multiple triangles. This already happens even with something simple like drawing a rectangle…
[译]Vulkan教程(23)暂存buffer Staging buffer 暂存buffer Introduction 入门 The vertex buffer we have right now works correctly, but the memory type that allows us to access it from the CPU may not be the most optimal memory type for the graphics card itself to…
[译]Vulkan教程(22)创建顶点buffer Vertex buffer creation 创建顶点buffer Introduction 入门 Buffers in Vulkan are regions of memory used for storing arbitrary data that can be read by the graphics card. They can be used to store vertex data, which we'll do in this c…
[译]Vulkan教程(19)渲染和呈现 Rendering and presentation 渲染和呈现 Setup 设置 This is the chapter where everything is going to come together. We're going to write the drawFrame function that will be called from the main loop to put the triangle on the screen. Creat…
[译]Vulkan教程(18)命令buffers Command buffers 命令buffer Commands in Vulkan, like drawing operations and memory transfers, are not executed directly using function calls. You have to record all of the operations you want to perform in command buffer objects…
[译]Vulkan教程(16)图形管道基础之总结 Conclusion 总结 We can now combine all of the structures and objects from the previous chapters to create the graphics pipeline! Here's the types of objects we have now, as a quick recap: Shader stages: the shader modules that…
[译]Vulkan教程(15)图形管道基础之RenderPass Render passes Setup 设置 Before we can finish creating the pipeline, we need to tell Vulkan about the framebuffer attachments that will be used while rendering. We need to specify how many color and depth buffers there…
[译]Vulkan教程(14)图形管道基础之固定功能 Fixed functions 固定功能 The older graphics APIs provided default state for most of the stages of the graphics pipeline. In Vulkan you have to be explicit about everything, from viewport size to color blending function. In this…
[译]Vulkan教程(13)图形管道基础之Shader模块 Shader modules Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecode format as opposed to human-readable syntax like GLSL and HLSL. This bytecode format is called SPIR-V and is designed to be used…
[译]Vulkan教程(12)图形管道基础之入门 Introduction 入门 Over the course of the next few chapters we'll be setting up a graphics pipeline that is configured to draw our first triangle. The graphics pipeline is the sequence of operations that take the vertices and te…
[译]Vulkan教程(10)交换链 Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen. This infrastructure is known as the swap chai…
[译]Vulkan教程(08)逻辑设备和队列 Introduction 入门 After selecting a physical device to use we need to set up a logical device to interface with it. The logical device creation process is similar to the instance creation process and describes the features we wan…
[译]Vulkan教程(07)物理设备和队列家族 Selecting a physical device 选择一个物理设备 After initializing the Vulkan library through a VkInstance we need to look for and select a graphics card in the system that supports the features we need. In fact we can select any number…
[译]Vulkan教程(06)验证层 What are validation layers? 什么是验证层? The Vulkan API is designed around the idea of minimal driver overhead and one of the manifestations of that goal is that there is very limited error checking in the API by default. Even mistakes…
[译]Vulkan教程(03)开发环境 这是我翻译(https://vulkan-tutorial.com)上的Vulkan教程的第3篇. In this chapter we'll set up your environment for developing Vulkan applications and install some useful libraries. All of the tools we'll use, with the exception of the compiler,…