Fix renderpass and framebuffer setup for ray tracing samples

Using the UI overlay triggered some validation errors due to a mismatch between render passes
This commit is contained in:
Sascha Willems 2024-03-16 15:35:39 +01:00
parent 055d70dc30
commit 642f481c21
2 changed files with 41 additions and 9 deletions

View file

@ -17,7 +17,8 @@ class VulkanRaytracingSample : public VulkanExampleBase
{
protected:
// Update the default render pass with different color attachment load ops
virtual void updateRenderPass();
virtual void setupRenderPass();
virtual void setupFrameBuffer();
public:
// Function pointers for ray tracing related stuff
PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR;