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[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(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(26)描述符池和set Descriptor pool and sets 描述符池和set Introduction 入门 The descriptor layout from the previous chapter describes the type of descriptors that can be bound. In this chapter we're going to create a descriptor set for each VkBuffer re…
[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(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(20)重建交换链 Swap chain recreation 重建交换链 Introduction 入门 The application we have now successfully draws a triangle, but there are some circumstances that it isn't handling properly yet. It is possible for the window surface to change such tha…
[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(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…