After creating the SwapChain, we move on to the Renderpass. Here, we specify how many color attachments and depth attachments are present and how many samples to use for each of them for each framebuffer.
As mentioned at the start of this chapter, a framebuffer is a collection of target attachments. Attachments can be of type color, depth, and so on. The color attachment stores the color information that is presented to the viewport. There are other attachments that the end user doesn't see, but that are used internally. This includes depth, for example, which has all the depth information per pixel. In the render pass, apart from the type of attachments, we also specify how the attachments are used.
For this book, we will be presenting what is rendered in a scene to the viewport, so we will just use a single pass. If we add a post-processing effect, we...