I'm getting lots of VVL messages on running 18_vertex_input:
validation layer: type { Validation } msg: vkCmdDraw(): the last bound pipeline has pVertexBindingDescriptions[0].binding (0) (pointing to Locations [0, 1]) which didn't have a buffer bound from any vkCmdBindVertexBuffers call in this command buffer.
I think, we should either
- document (via output in the program!) that those messages are expected and resolved with 19_vertex_input
-> ok-ish, but might look a bit strange
- use the vertexInputInfo in createGraphicsPipeline and the actual shaders from the previous chapters
-> the difference to 17_swap_chain_recreation would be almost negligible: just the struct Vertex and the array of vertices that are still not used
- just completely remove 18_vertex_input
-> I'd vote for this one. What would you lose if this program were skipped?
I'm getting lots of VVL messages on running 18_vertex_input:
I think, we should either
-> ok-ish, but might look a bit strange
-> the difference to 17_swap_chain_recreation would be almost negligible: just the struct Vertex and the array of vertices that are still not used
-> I'd vote for this one. What would you lose if this program were skipped?