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Update README.md
fix broken links
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@@ -57,7 +57,7 @@ This tutorial shows how to set up vertex attributes and bind buffer with a verte
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<img src="./Document/Images/05 - Staging Resources.png" height="96px" align="right">
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<img src="./Document/Images/05 - Staging Resources.png" height="96px" align="right">
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#### Copying data between buffers
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#### Copying data between buffers
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-5
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##### https://www.intel.com/content/www/us/en/developer/articles/training/api-without-secrets-introduction-to-vulkan-part-5.html
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In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.
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In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.
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@@ -77,6 +77,6 @@ This tutorial shows what resources are needed and how they should be prepared to
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<img src="./Document/Images/07 - Uniform Buffers.png" height="96px" align="right">
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<img src="./Document/Images/07 - Uniform Buffers.png" height="96px" align="right">
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#### Using buffers in shaders
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#### Using buffers in shaders
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##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-7
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##### https://www.intel.com/content/www/us/en/developer/articles/training/api-without-secrets-introduction-to-vulkan-part-7.html
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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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