Such wonders a buffer can hold! Today was mainly spent working with buffers; these objects are similar to the DX11 buffers, except we can use a staging buffer to allocate them from high performance memory then transfer them to longer-lived buffers. In this way, I can change input data without having to re-do the whole shader and compilation process:
However! Not all is set for buffers; the index buffer is also available in a similar format, which works very much so like index drawing for DX11:
What's next? Resource descriptors! They are required to setup free access to resources during drawing such as buffers and images. What buffer? A uniform buffer, which means world/view/projection fun times!
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