Updated links to tutorials on software.intel.com site.

This commit is contained in:
Pawel Lapinski
2016-07-18 23:49:58 +02:00
committed by GitHub
parent cdd862333c
commit 74bcb3aecb

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@@ -17,7 +17,7 @@ Vulkan drivers and other related resources can be found at https://www.khronos.o
<img src="./Document/Images/01 - The Beginning.png" height="96px" align="right"> <img src="./Document/Images/01 - The Beginning.png" height="96px" align="right">
#### 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/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. 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
<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/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. 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
<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 ##### 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. 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
<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, memory objects and fences #### 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. 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 #### 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. 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.