Added link to third tutorial.

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Pawel Lapinski
2016-04-08 10:19:09 +02:00
parent 83fd9f9303
commit 6578ecc793

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@@ -18,23 +18,34 @@ Vulkan drivers and other related resources can be found at https://www.khronos.o
#### Introduction to a Vulkan world #### Introduction to a Vulkan world
##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1 ##### 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. 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.
<hr>
### [02 - Swap chain](./Project/Tutorial02/) ### [02 - Swap chain](./Project/Tutorial02/)
<img src="./Document/Images/02 - Swap Chain.png" height="96px" align="right"> <img src="./Document/Images/02 - Swap Chain.png" height="96px" align="right">
#### Integrating Vulkan with OS #### Integrating Vulkan with OS
##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2 ##### 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. 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.
<hr>
### [03 - First triangle](./Project/Tutorial03/) ### [03 - First triangle](./Project/Tutorial03/)
<img src="./Document/Images/03 - First Triangle.png" height="96px" align="right"> <img src="./Document/Images/03 - First Triangle.png" height="96px" align="right">
#### Graphics pipeline and drawing #### 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. 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.
<hr>
### [04 - Vertex Attributes](./Project/Tutorial04/) ### [04 - Vertex Attributes](./Project/Tutorial04/)
<img src="./Document/Images/04 - Vertex Attributes.png" height="96px" align="right"> <img src="./Document/Images/04 - Vertex Attributes.png" height="96px" align="right">
#### Buffers, images and fences #### 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. This tutorial shows how to set up vertex attributes and bind buffer with vertex data. Here we also create images, memory objects and fences.