3 Working with Vulkan Objects

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In the previous chapter, we learned how to get our first triangle on the screen using Vulkan. Let’s move forward and learn how to deal with textures and buffers to build a modern Vulkan wrapper. The recipes of this chapter will not be focusing solely on the graphics APIs but on various tips and tricks necessary to improve graphical application development and various 3D graphics algorithms. On the Vulkan side, we will cover the basic stuff to get it up and running. The underlying Vulkan implementation is based on the LightweightVK library (https://github.com/corporateshark/lightweightvk ...

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