[译]Vulkan教程(29)组合的Image采样器 Combined image sampler 组合的image采样器 Introduction 入门 We looked at descriptors for the first time in the uniform buffers part of the tutorial. In this chapter we will look at a new type of descriptor: combined image sampler. T…
[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(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(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(31)加载模型 Loading models 加载模型 Introduction 入门 Your program is now ready to render textured 3D meshes, but the current geometry in the vertices and indices arrays is not very interesting yet. In this chapter we're going to extend the program…
[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(25)描述符布局和buffer Descriptor layout and buffer 描述符布局和buffer Introduction 入门 We're now able to pass arbitrary attributes to the vertex shader for each vertex, but what about global variables? We're going to move on to 3D graphics from this c…
[译]Vulkan教程(21)顶点input描述 Vertex input description 顶点input描述 Introduction 入门 In the next few chapters, we're going to replace the hardcoded vertex data in the vertex shader with a vertex buffer in memory. We'll start with the easiest approach of creat…
[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…