This article delves into creating more complex visuals like a realistic fiery and detailed sun
Volumetric effects such as clouds, fog, nebulae or fire-like structures are a common task in the daily work of a 3D
云、雾、星云、火状结构等体积效果是 3D 美术师日常工作中的常见任务。
The part 4 of this tutorial is on Optimization Viewmodes which include Light Complexity, Lightmap Density, Stationary Light Overlap, Shader Complexity, (& Quads), Quad Overdraw and LOD Coloration
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.
We start with a simple problem: the most general layout of our application. o render anything, to perform any job, we need at least one command buffer. We want to use it to render our scene into the acquired image. But we cannot start the rendering process until the presentation engine allows us to do so, until the acquired image is ready to be used for rendering.