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.
DRIVER VERSION: 18.104.22.16849 (Windows Driver Store Version 22.214.171.12449)
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.
In this document, you will learn about some of the GoPro Fusion software capabilities such as image stabilization, image stitching, and OverCapture, and understand at a high level how the CPU and graphics processing unit (GPU) optimizations performed together with Intel's Core and Visual Computing Group, resulting in a better-balanced computing load.
Quickly get specialized skills for troubleshooting issues with your game through tutorials on Intel® Graphics Performance Analyzers.