[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(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(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(09)窗口表面 Since Vulkan is a platform agnostic API, it can not interface directly with the window system on its own. To establish the connection between Vulkan and the window system to present results to the screen, we need to use the WSI (W…
[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(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(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(02)概况 这是我翻译(https://vulkan-tutorial.com)上的Vulkan教程的第2篇. This chapter will start off with an introduction of Vulkan and the problems it addresses. After that we're going to look at the ingredients that are required for the first triangle.…
[译]Vulkan教程(33)多重采样 Multisampling 多重采样 Introduction 入门 Our program can now load multiple levels of detail for textures which fixes artifacts when rendering objects far away from the viewer. The image is now a lot smoother, however on closer inspectio…
[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…