Vertex Buffers - Vulkan Game Engine Tutorial 06
We cover how vertex buffers store data, and can be bound to graphics pipelines. A vertex buffer is really just a chunk of memory that we pass into our vertex shader. We can put whatever data we would like into this memory as long as we tell our graphics pipeline how it is structured. ** Timecodes ** 0:00 - What is a vertex buffer? 1:59 - Vertex binding descriptions 2:35 - Vertex attribute descriptions 3:58 - Binding vs Buffer 4:23 - Interleaved vs separate buffers 5:14 - Model class header 7:20 - Updating the vertex shader 8:30 - Creating the Vertex struct 10:58 - Model class implementation 12:10 - Memory allocator discussion 13:10 - createVertexBuffers() implementation 14:27 - createBuffer helper function 15:20 - host & device memory 17:45 - Draw() and bind() implementation 18:57 - get...Descriptions() implementation 21:02 - update PipelineVertexInputStateCreateInfo 22:12 - create, bind and draw a model 24:25 - outro ** Sierpinski triangle solution ** https://pastebin.com/0bu2a2ZP ** View playlist ** • Vulkan Game Engine Tutorial ** Tutorial Series introduction video ** • Vulkan Game Engine Tutorial ** View File Changes ** https://github.com/blurrypiano/little... ** Some other resources ** My github for this series - https://github.com/blurrypiano/little... Official vulkan samples - https://github.com/KhronosGroup/Vulka... Simple allocator - http://kylehalladay.com/blog/tutorial... “Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc.”

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