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使用Vulkan和C进行图形开发 -54 - Choosing Swap Chain Capabilities

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1 - Promo 2 - Welcome 4 - Course Overview 5 - Installing Vulkan SDK 6 - Can I Run It 8 - Installing Visual Studio 9 - Installing Ninja 10 - Installing CMake 11 - Installing Git 12 - Creating Hello World 13 - CMake Dependencies Vulkan 14 - Coding Standard Numbers 15 - Coding Standard Microsoft GSL 17 - Coding Style Google Clang Formatting 18 - Coding Style Course Overrides 19 - Coding Style EditorConfig 21 - What is a Window 22 - Initializing GLFW 23 - Using Precompiled Headers 24 - The Coordinate System 2D Vectors 25 - What are Monitors 26 - Monitor Functions 27 - Extracting Monitor Functionallity 28 - Creating the Window Class 29 - Adding Precompiled Headers Everywhere 30 - Preparing the Window for Vulkan 31 - What is Vulkan 32 - Vulkan Architecture 33 - Creating the Vulkan Instance 34 - Checking Existing Extensions 35 - Refactoring Extensions Check 36 - Functional Programming Tricks 37 - The Instance Summary 38 - Basic Validation Layers 39 - Adding the Spdlog Library 40 - Setting Up the Debug Messenger 41 - Creating a Glfw Error Callback 42 - Reorganize Code Into Regions 43 - Validation Errors Summary 44 - What Are Physical Devices 45 - Getting Physical Devices 46 - Checking for Queue Family Support 47 - Creating Logical Device 48 - Getting the Graphics Queue 49 - Devices Queues Summary 50 - Creating the Surface 51 - Creating the Presentation Queue 52 - Checking Device Extension 53 - Getting Swap Chain Capabilities 54 - Choosing Swap Chain Capabilities
55 - Creating the Swap Chain 56 - Getting Swap Chain Images 57 - Creating Image Views 58 - Presentation Swap Chain Summary 59 - What is a Vertex 60 - What is the Graphics Pipeline 61 - Basic Shader Compilation 62 - CMake Shader Setup 63 - Vertex Fragment Shaders 64 - Visual Studio Extension for GLSL 65 - Shader Includes 66 - Loading Shaders 67 - Viewport Scissoring 68 - Vertex Input Rasterizer 69 - Color Blending Layout 70 - Render Pass 71 - Creating the Pipeline 72 - Graphics Pipeline Summary 73 - Framebuffers 74 - Command Pool Command Buffer 75 - Rendering Commands 76 - Creating Semaphores 77 - Rendering 78 - Resizing the Window 79 - Shader Communication 80 - Shader Variables Adding Color 81 - Color Blending Transparency 82 - Rendering Commands Summary 83 - The Vertex Input Class 84 - Rendering Vertex Buffers 85 - Transient Command Buffers 86 - Abstracting Buffer Creation 87 - Staging GPU Buffers 88 - Index Buffer 89 - Push Constants 90 - Uniform Buffer 91 - Uniform Descriptor Set 92 - Data Buffers Summary 93 - Passing UVs to the Shader 94 - Descriptor Pool for Images 95 - Creating the Sampler 96 - Laying Out the Texture Setup 98 - Loading the Image to Staging 99 - Creating the Image 100 - Transfering the Texture to the GPU 101 - Image View Descriptor Set 102 - Textures Summary 103 - Depth Problem 104 - Enable Depth Testing

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