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Original file line number Diff line number Diff line change
Expand Up @@ -207,7 +207,7 @@ graphicsQueue = vk::raii::Queue( device, graphicsIndex, 0 );

With the logical device and queue handles, we can now actually start using the
graphics card to do things! In the
link:../01_Presentation/00_Window_surface.adoc[next few chapters], we'll set
xref:/03_Drawing_a_triangle/01_Presentation/00_Window_surface.adoc[next few chapters], we'll set
up the resources to present results to the window system.

link:/attachments/04_logical_device.cpp[C{pp} code]
Original file line number Diff line number Diff line change
Expand Up @@ -133,6 +133,6 @@ for (auto image : swapChainImages) {

An image view is sufficient to start using an image as a texture, but it's not quite ready to be used as a render target just yet.
That requires one more step, known as a framebuffer.
In the link:../02_Graphics_pipeline_basics/00_Introduction.adoc[next chapters,] we'll have to set up the graphics pipeline.
In the xref:/03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[next chapters,] we'll have to set up the graphics pipeline.

link:/attachments/07_image_views.cpp[C{pp} code]
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ The graphics pipeline is required for all common drawing operations.

Now run your program to confirm that all this hard work has resulted in a successful pipeline creation!
We are already getting quite close to seeing something pop up on the screen.
In the link:../03_Drawing/00_Framebuffers.adoc[next couple of chapters,]
In the xref:/03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[next couple of chapters,]
we'll set up the actual framebuffers from the swap chain images and prepare the drawing commands.

link:/attachments/12_graphics_pipeline_complete.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]