Tuesday, August 9, 2016

Piping that Line

Phew, the extra components required to setup graphics programming never ends! I'm getting much more in depth to the process of drawing a triangle than I ever felt possible!

I pulled in the necessary components for fixed functions (input assembly, rasterization, color blending) and also had to make a render pass that would inform Vulkan about the framebuffers it would be attached to.

Then I had to make the framebuffers! And the whole pipeline object. Everything's static for now, as a dynamic array would be necessary to specify to the pipeline what would change over time. Otherwise I'd have to recreate the pipeline.

And now onto command pools and command buffers! Because an API known for multithreaded wonder has to setup the render commands with a specific pool of multithreadable memory somehow.

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