📄️ The graphics pipeline
At this point, we have a draw loop and we have a way to draw into image using compute shader,
📄️ Setting up render pipeline
vk.GraphicsPipelineCreateInfo
📄️ Mesh buffers
To render objects properly, we need to send our vertex data to the vertex shader. Right now, we
📄️ Mesh Loading
We will do proper scene loading later, but until we go there, we need something better than a
📄️ Blending
When we created the pipeline builder, we completely skipped over the blending logic, setting it
📄️ Window Resizing
In vulkan, we have to handle window resizing ourselves. As part of chapter 0 we already had the
📄️ Split Engine Logic
Before we proceed, we need to make a crucial decision: should we keep our engine.odin file as