Vulkan Graphics Pipeline Components

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  • Опубликовано: 4 ноя 2024

Комментарии • 18

  • @Andrew_Spellman
    @Andrew_Spellman Год назад +17

    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.

  • @ghaliboucetta832
    @ghaliboucetta832 Год назад +1

    It helped me a lot to understand how Vulkan organizes its graphics pipeline! Thank you!

  • @Iumine
    @Iumine 5 месяцев назад +1

    very thankful for your explanation 🙂

  • @GKom
    @GKom Год назад +2

    Very good and helpful explanation. I can hear an owl in the background 🦉🦉

  • @domportera
    @domportera 6 месяцев назад

    this is just lovely thank you!

  • @therealvbw
    @therealvbw 2 месяца назад +2

    Thank you for the breakdown. Are these things fixed once the pipeline is created or can they be modified on an existing pipeline?

  • @victor_anik
    @victor_anik 10 месяцев назад +1

    this must be first video

  • @raghul1208
    @raghul1208 Год назад +1

    excellent

  • @sehzadeselim863
    @sehzadeselim863 Год назад

    My question could seem silly, but I would ask it anyway. Is subpass:0 a renderpass itself?

    • @GetIntoGameDev
      @GetIntoGameDev  Год назад +1

      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.

    • @sehzadeselim863
      @sehzadeselim863 Год назад

      @@GetIntoGameDev thank you 😃

  • @mexicano1891
    @mexicano1891 11 месяцев назад

    🎉

  • @Thebeast_QwQ
    @Thebeast_QwQ 6 месяцев назад

    27:30 CAT UNDER DESK
    EDIT: AND 28:24 AAAAAA

  • @alexfrozen
    @alexfrozen Год назад

    See no difference from OpenGL pipeline.

  • @SkyFly19853
    @SkyFly19853 2 года назад

    Vulkan in Python?