I can now render meshes !

Former-commit-id: 5f292c0f81730f8fa26d7c930130671da6c8a26d [formerly 2145d599592770fe9a6cf65c46e10400417c4726]
Former-commit-id: c0740828e97fcb2a704d55f9d769a371f8d6a4d3
This commit is contained in:
Lynix
2016-07-13 18:08:56 +02:00
parent c78daeb888
commit a5690a0aef
6 changed files with 104 additions and 2 deletions

View File

@@ -34,9 +34,13 @@ namespace Nz
inline void BeginRenderPass(const VkRenderPassBeginInfo& beginInfo, VkSubpassContents contents = VK_SUBPASS_CONTENTS_INLINE);
inline void BindIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType indexType);
inline void BindPipeline(VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline);
inline void BindVertexBuffer(UInt32 binding, const VkBuffer buffer, const VkDeviceSize offset);
inline void BindVertexBuffers(UInt32 firstBinding, UInt32 bindingCount, const VkBuffer* buffer, const VkDeviceSize* offset);
inline void Draw(UInt32 vertexCount, UInt32 instanceCount = 1, UInt32 firstVertex = 0, UInt32 firstInstance = 0);
inline void DrawIndexed(UInt32 indexCount, UInt32 instanceCount = 1, UInt32 firstVertex = 0, Int32 vertexOffset = 0, UInt32 firstInstance = 0);
inline bool End();