Construction continues! Mainly parts on a swap chain and debug tools. The example I'm following also supports linear tiling instead of using a staging buffer, but it's heavily unlikely I'll be using it.
I'm also concerned if using C-style casts is a good idea for void*; I hear a lot that reinterpret_cast isn't a good idea, but I'm also hard-wired to prefer the new C++ casts.
And now working on a texture loader class! I'm actually quite happy that such complex details like image, image memory, and samplers can all be wrapped up in a single object. If only Vulkan followed a similar structure; it seems that they have the parts all there but they could use to be wrapped up nicely.
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