Starts off with Vulkan-Tutorial.com based code adapted to run natively on Windows without the use of GLFW/SDL2.
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Adopt automatic destruction of resources through lambdas.
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Use OpenGL co-ordinate system (modify projection matrix by multiplying a clip matrix and transform to Vk space). The triangle ordering gets flipped though.
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Use stb image loader to load a checkerboard image.
Renderdoc is a very useful tool for debugging vulkan applications. One can use Flycam mode in MeshViewer and inspect what falls within frustum.