From 74bcb3aecb832db2d5116e57e89c3d74034f9479 Mon Sep 17 00:00:00 2001 From: Pawel Lapinski Date: Mon, 18 Jul 2016 23:49:58 +0200 Subject: [PATCH] Updated links to tutorials on software.intel.com site. --- README.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index b3fa34d..91dcf44 100644 --- a/README.md +++ b/README.md @@ -17,7 +17,7 @@ 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 +##### https://software.intel.com/en-us/articles/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. @@ -27,7 +27,7 @@ Tutorial presents how to create all resources necessary to use Vulkan inside our #### Integrating Vulkan with OS -##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2 +##### https://software.intel.com/en-us/articles/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. @@ -37,7 +37,7 @@ This lesson focuses on a swap chain creation. Swap chain enables us to display V #### Graphics pipeline and drawing -##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-3 +##### https://software.intel.com/en-us/articles/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. @@ -47,7 +47,7 @@ Here I present render pass, framebuffer and pipeline objects which are necessary #### Buffers, memory objects and fences -##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-4 +##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-4 This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences. @@ -76,4 +76,4 @@ This tutorial shows what resources are needed and how they should be prepared to #### Using buffers in shaders -Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader. \ No newline at end of file +Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.