In a continuation of NVIDIA’s first Vulkan post, here they go further into details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.
In a continuation of NVIDIA’s first Vulkan post, here they go further into details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.