I'm surprised this only has 2.4K views. I am new to graphics programming and I find these high level explanations of the purpose of the components to be indispensably helpful. Thank you so much GetIntoGameDev.
Not a silly question! It sort of is, it’s called a subpass, but as every renderpass requires at least one subpass, you could think of it as the default content of a renderpass.
I'm surprised this only has 2.4K views. I am new to graphics programming and I find these high level explanations of the purpose of the components to be indispensably helpful. Thank you so much GetIntoGameDev.
Same toughts .
It helped me a lot to understand how Vulkan organizes its graphics pipeline! Thank you!
very thankful for your explanation 🙂
Very good and helpful explanation. I can hear an owl in the background 🦉🦉
this is just lovely thank you!
You’re welcome!
Thank you for the breakdown. Are these things fixed once the pipeline is created or can they be modified on an existing pipeline?
this must be first video
excellent
My question could seem silly, but I would ask it anyway. Is subpass:0 a renderpass itself?
Not a silly question! It sort of is, it’s called a subpass, but as every renderpass requires at least one subpass, you could think of it as the default content of a renderpass.
@@GetIntoGameDev thank you 😃
🎉
27:30 CAT UNDER DESK
EDIT: AND 28:24 AAAAAA
😹
See no difference from OpenGL pipeline.
Vulkan in Python?