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API without Secrets: Introduction to Vulkan* Part 6

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.
Authored by Pawel L. (Intel) Last updated on 12/06/2018 - 16:27
Article

没有任何秘密的 API:Vulkan* 简介第 6 部分

本部分教程介绍如何在着色器中使用纹理(实际上为合并图像采样器)。为此我们创建了图像,并为其分配和绑定内存。还创建了图像视图。之后将数据从临时缓冲区拷贝至图像,以对其内容进行初始化。我们还创建了采样器对象,以定义在着色器中读取图像数据的方法。
Authored by Pawel L. (Intel) Last updated on 01/24/2018 - 12:12
Blog post

-NEW- 15.60.0.4849: Intel® Graphics Driver for Windows® 10 64-bit [6th, 7th & 8th Generation]

DRIVER VERSION: 15.60.0.4849 (Windows Driver Store Version 23.20.16.4849)
Authored by Coppock, Michael J (Intel) Last updated on 05/02/2019 - 16:12
Article

Code Sample: Rendering Objects in Parallel Using Vulkan* APIs

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.
Authored by admin Last updated on 12/31/2018 - 15:00