When we want to draw a geometry, we prepare vertices along with their additional attributes like normal vectors, colors, or texture coordinates. Such vertex data is chosen arbitrarily by us, so for the hardware to properly use them, we need to specify how many attributes there are, how are they laid out in memory, or where are they taken from. This information is provided through the vertex binding description and attribute description required to create a graphics pipeline.
Specifying a pipeline vertex binding description, attribute description, and input state
How to do it...
- Create a std::vector variable named binding_descriptions with elements of type VkVertexInputBindingDescription.
- Add a separate entry to the binding_descriptions vector for each vertex binding...