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.
Автор: Pawel L. (Intel) Последнее обновление: 06.12.2018 - 16:27

没有任何秘密的 API:Vulkan* 简介第 6 部分

Автор: Pawel L. (Intel) Последнее обновление: 24.01.2018 - 12:12

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

DRIVER VERSION: (Windows Driver Store Version
Автор: Coppock, Michael J (Intel) Последнее обновление: 02.05.2019 - 16:12

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.
Автор: админ Последнее обновление: 31.12.2018 - 15:00