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Home Page: https://matthewjberger.xyz/dragonglass
Physically based rendering of gltf models using Vulkan and Rust
Home Page: https://matthewjberger.xyz/dragonglass
The gltf fox sample model is an example of this
Unit testing the buffer operations would be a good start
Resizing should be infrequent, as this can cause validation errors if the geometry buffer goes out of scope before submitting a command buffer that it was used in
From the Nvidia vulkan tips and tricks page:
"Parallelize command buffer recording, image and buffer creation, descriptor set updates, pipeline creation, and memory allocation / binding. Task graph architecture is a good option which allows sufficient parallelism in terms of draw submission while also respecting resource and command queue dependencies."
This will require imgui to be rendered in a separate renderpass
Add a file watcher to reload shaders when they change on disk and then recreate render pipelines
There is code that can be moved out of the vulkan backend's gltf asset loading and reused as a general scenegraph that matches 1:1 with the gltf format
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