Use offscreen render pass, refactoring and cleanup

This commit is contained in:
saschawillems 2016-08-13 20:35:22 +02:00
parent a84d5421fe
commit 5a049bb3fb
3 changed files with 84 additions and 88 deletions

View file

@ -191,7 +191,6 @@ public:
// This is necessary as the offscreen frame buffer attachments use formats different to those from the example render pass
void prepareOffscreenRenderpass()
{
// todo: no color attachment required
VkAttachmentDescription attchmentDescription{};
attchmentDescription.format = DEPTH_FORMAT;
attchmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
@ -432,7 +431,7 @@ public:
}
}
void loadMeshes()
void loadAssets()
{
loadMesh(getAssetPath() + "models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
}
@ -892,8 +891,8 @@ public:
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
generateQuad();
loadMeshes();
prepareOffscreenFramebuffer();
setupVertexDescriptions();
prepareUniformBuffers();