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Copy file name to clipboardExpand all lines: en/03_Drawing_a_triangle/01_Presentation/01_Swap_chain.adoc
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@@ -484,7 +484,7 @@ Unless you really need to be able to read these pixels back and get predictable
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createInfo.oldSwapchain = VK_NULL_HANDLE;
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----
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That leaves one last field, `oldSwapChain`.
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That leaves one last field, `oldSwapchain`.
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With Vulkan it's possible that your swap chain becomes invalid or unoptimized while your application is running, for example because the window was resized.
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In that case the swap chain actually needs to be recreated from scratch and a reference to the old one must be specified in this field.
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This is a complex topic that we'll learn more about in xref:03_Drawing_a_triangle/04_Swap_chain_recreation.adoc[a future chapter].
Copy file name to clipboardExpand all lines: en/03_Drawing_a_triangle/04_Swap_chain_recreation.adoc
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@@ -106,7 +106,7 @@ Note that in `chooseSwapExtent` we already query the new window resolution to ma
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That's all it takes to recreate the swap chain!
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However, the disadvantage of this approach is that we need to stop all rendering before creating the new swap chain.
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It is possible to create a new swap chain while drawing commands on an image from the old swap chain are still in-flight.
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You need to pass the previous swap chain to the `oldSwapChain` field in the `VkSwapchainCreateInfoKHR` struct and destroy the old swap chain as soon as you've finished using it.
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You need to pass the previous swap chain to the `oldSwapchain` field in the `VkSwapchainCreateInfoKHR` struct and destroy the old swap chain as soon as you've finished using it.
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