[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(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(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(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(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(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(17)帧缓存 Framebuffers 帧缓存 We've talked a lot about framebuffers in the past few chapters and we've set up the render pass to expect a single framebuffer with the same format as the swap chain images, but we haven't actually created any yet.…