This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
This code and accompanying article (see References below) discuss the process of rendering multiple FBX (Filmbox) and OBJ (Wavefront) objects using Vulkan APIs. The application employs a non-touch graphical user interface (GUI) that reads and displays multiple 3D object files in a common scene.