Friday, August 12, 2016

In Space

Phew, the information is nearly overloading my brain with how much Vulkan requires to even get a proper world-view-projection matrix setup in the uniform buffer. The uniform buffer follows a similar setup to the vertex and index setup, but a resource descriptor has to be created for data that updates frame by frame. This also requires an in-depth setup with the pool of memory in which the descriptor set came from. Yikes!

However, this means that we can now present an object moving in space! I also found a tip to use std::chrono to easily use that as frame-time when measuring time-based movement. Though a flipping square doesn't need too much adherence to time-based movement, it is a helpful method:


As for actual textures, watch out! I'm now working on an image object. The image object works much like a buffer, but has slightly different bindings and setups. I will keep using the stb library they recommended; it works very well and only requires a header file (instead of that static-linked SOIL).

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