[译]Vulkan教程(15)图形管道基础之RenderPass
[译]Vulkan教程(15)图形管道基础之RenderPass Render passes Setup 设置 Before we can finish creating the pipeline, we need to tell Vulkan about the framebuffer attachments that will be used while rendering. We need to specify how many color and depth buffers there will be, how many samples to use for each of them and how their contents should be handled throughout the rendering operations. All of this information is wrapped in a render pass object, for which we'll create a new createRenderPass function. Call this function from initVulkan before createGraphicsPipeline . 在创建管道收工前,我们需要告诉Vulkan,渲染时要使用哪些帧缓存附件