Johannes Schneider
Johannes Schneider
Alright I will add your fixes and open a pull request. I think it's somehow possible to label this test as a doxygen "\snippet" so it can be referenced in...
I still have some problems to understand which combination of `VmaAllocationCreateFlags` is correct my the use cases I want to test for. (Adding this test is also a learning process...
> It depends on what do you want to test or demonstrate with your code. > > The sample code from "Advanced data uploading" documentation chapter demonstrate the usage of...
* I think "root cube" would be a good idea. * I would personally prefer if "world" would be viewed as "where all cubes live in". * One problem with...
Note: From the rendering architecture, any cube could be used for rendering, not only root cubes. Since each cube does have its own vertex cache, we could for example use...
> One problem with Cube is that is is very ambiguous with just a normal cube. Just "Cube" does not say anything about the octree it could have if it...
This is a really cool summary! I also agree that we should stick with this.
I think the best approach would be to work on this after [rendergraph2](https://github.com/inexorgame/vulkan-renderer/pull/533) is finished.
Maybe something like `world layer` would be a bit clearer, since we want to support an arbitrary number of `root block`.
So it breaks down to: * How to handle materials and material instances? * A render module needs to know which materials are supported, and the render module must set...