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Updated links to tutorials on software.intel.com site.
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README.md
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README.md
@@ -17,7 +17,7 @@ Vulkan drivers and other related resources can be found at https://www.khronos.o
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<img src="./Document/Images/01 - The Beginning.png" height="96px" align="right">
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#### Introduction to a Vulkan world
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1
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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.
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@@ -27,7 +27,7 @@ Tutorial presents how to create all resources necessary to use Vulkan inside our
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<img src="./Document/Images/02 - Swap Chain.png" height="96px" align="right">
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#### Integrating Vulkan with OS
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-2
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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.
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@@ -37,7 +37,7 @@ This lesson focuses on a swap chain creation. Swap chain enables us to display V
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<img src="./Document/Images/03 - First Triangle.png" height="96px" align="right">
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#### Graphics pipeline and drawing
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-3
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-3
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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.
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@@ -47,7 +47,7 @@ Here I present render pass, framebuffer and pipeline objects which are necessary
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<img src="./Document/Images/04 - Vertex Attributes.png" height="96px" align="right">
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#### Buffers, memory objects and fences
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-4
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-4
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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.
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@@ -76,4 +76,4 @@ This tutorial shows what resources are needed and how they should be prepared to
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#### Using buffers in shaders
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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.
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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.
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