In the previous chapter, we got our clear screen working and created the Vulkan instance. We also created the logical device, the swapchain, the render targets, and the views, as well as the draw command buffer, to record and submit commands to the GPU. Using it, we were able to have a purple clear screen. We haven't drawn any geometry yet, but we are now ready to do so.
In this chapter, we will get most of the things that we need ready to render the geometries. We have to create vertex, index, and uniform buffers. The vertex, index, and uniform buffers will have information regarding the vertex attributes, such as position, color, normal and texture coordinates; index information will have the indices of the vertices we want to draw, and uniform buffers will have information such as a novel view projection matrix.
We will need to create a descriptor...