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Add links to the following chapter to every page
Fixes #43
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en/03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.adoc

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@@ -163,6 +163,6 @@ vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
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With the logical device and queue handles we can now actually start using the graphics card to do things!
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In the next few chapters we'll set up the resources to present results to the window system.
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In the xref:03_Drawing_a_triangle/01_Presentation/00_Window_surface.adoc[next few chapters] we'll set up the resources to present results to the window system.
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link:/attachments/04_logical_device.cpp[C{pp} code]

en/03_Drawing_a_triangle/01_Presentation/00_Window_surface.adoc

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In case the queue families are the same, the two handles will most likely have the same value now.
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In the next chapter we're going to look at swap chains and how they give us the ability to present images to the surface.
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In the xref:./01_Swap_chain.adoc[next chapter] we're going to look at swap chains and how they give us the ability to present images to the surface.
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link:/attachments/05_window_surface.cpp[C{pp} code]

en/03_Drawing_a_triangle/01_Presentation/01_Swap_chain.adoc

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We now have a set of images that can be drawn onto and can be presented to the window.
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The next chapter will begin to cover how we can set up the images as render targets and then we start looking into the actual graphics pipeline and drawing commands!
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The xref:./02_Image_views.adoc[next chapter] will begin to cover how we can set up the images as render targets and then we start looking into the actual graphics pipeline and drawing commands!
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link:/attachments/06_swap_chain_creation.cpp[C{pp} code]

en/03_Drawing_a_triangle/01_Presentation/02_Image_views.adoc

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An image view is sufficient to start using an image as a texture, but it's not quite ready to be used as a render target just yet.
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That requires one more step of indirection, known as a framebuffer.
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But first we'll have to set up the graphics pipeline.
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In the xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[next chapters] we'll have to set up the graphics pipeline.
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link:/attachments/07_image_views.cpp[C{pp} code]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc

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The xref:./01_Shader_modules.adoc[next chapter] will talk about shader modules required to actually put something on the screen.
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link:/attachments/08_graphics_pipeline.cpp[C{pp} code]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/01_Shader_modules.adoc

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That's all there is to describing the programmable stages of the pipeline.
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In the next chapter we'll look at the fixed-function stages.
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In the xref:./02_Fixed_functions.adoc[next chapter] we'll look at the fixed-function stages.
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link:/attachments/09_shader_modules.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Render_passes.adoc

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That was a lot of work, but in the next chapter it all comes together to finally create the graphics pipeline object!
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That was a lot of work, but in the xref:./04_Conclusion.adoc[next chapter] it all comes together to finally create the graphics pipeline object!
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link:/attachments/11_render_passes.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.adoc

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Now run your program to confirm that all this hard work has resulted in a successful pipeline creation!
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We are already getting quite close to seeing something pop up on the screen.
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In the next couple of chapters we'll set up the actual framebuffers from the swap chain images and prepare the drawing commands.
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In the xref:03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[next couple of chapters] we'll set up the actual framebuffers from the swap chain images and prepare the drawing commands.
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link:/attachments/12_graphics_pipeline_complete.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

en/03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc

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We've now reached the milestone where we have all of the objects that are required for rendering.
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In the next chapter we're going to write the first actual drawing commands.
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In the xref:./01_Command_buffers.adoc[next chapter] we're going to write the first actual drawing commands.
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link:/attachments/13_framebuffers.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

en/03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc

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In the next chapter we'll write the code for the main loop, which will acquire an image from the swap chain, record and execute a command buffer, then return the finished image to the swap chain.
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In the xref:./02_Rendering_and_presentation.adoc[next chapter] we'll write the code for the main loop, which will acquire an image from the swap chain, record and execute a command buffer, then return the finished image to the swap chain.
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link:/attachments/14_command_buffers.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

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