From 6578ecc793bf8e14c65b4c294ae051e105e87ed8 Mon Sep 17 00:00:00 2001 From: Pawel Lapinski Date: Fri, 8 Apr 2016 10:19:09 +0200 Subject: [PATCH] Added link to third tutorial. --- README.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/README.md b/README.md index 4b3efe3..acf4d8c 100644 --- a/README.md +++ b/README.md @@ -18,23 +18,34 @@ Vulkan drivers and other related resources can be found at https://www.khronos.o #### Introduction to a Vulkan world ##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1 + Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up. +
+ ### [02 - Swap chain](./Project/Tutorial02/) #### Integrating Vulkan with OS ##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2 + This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded. +
+ ### [03 - First triangle](./Project/Tutorial03/) #### Graphics pipeline and drawing +##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-3 + Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it. +
+ ### [04 - Vertex Attributes](./Project/Tutorial04/) #### Buffers, images and fences + This tutorial shows how to set up vertex attributes and bind buffer with vertex data. Here we also create images, memory objects and fences.