@@ -140,13 +140,6 @@ Because there could be many different images in the swap chain,
140140we would preemptively create an image view and framebuffer for each
141141of them and select the right one at draw time.
142142
143- However, with dynamic rendering (introduced in Vulkan 1.3),
144- you no longer need to create a `vk::Framebuffer` at all.
145- Dynamic rendering eliminates the need for predefined render passes and framebuffers,
146- allowing you to specify rendering attachments directly during command recording.
147- This makes the API much simpler, as we can define the rendering targets on the
148- fly without worrying about the overhead of managing framebuffers.
149-
150143=== Step 5 - Dynamic Rendering Overview
151144
152145In earlier versions of Vulkan, a render pass defined how rendering operations
@@ -155,6 +148,13 @@ and how their contents should be treated (e.g., cleared, loaded, or stored).
155148A `vk::RenderPass` would define subpasses and attachment usage, and a `vk::Framebuffer`
156149would bind specific image views to these attachments.
157150
151+ However, with dynamic rendering (introduced in Vulkan 1.3),
152+ you no longer need to create a `vk::Framebuffer` at all.
153+ Dynamic rendering eliminates the need for predefined render passes and framebuffers,
154+ allowing you to specify rendering attachments directly during command recording.
155+ This makes the API much simpler, as we can define the rendering targets on the
156+ fly without worrying about the overhead of managing framebuffers.
157+
158158With dynamic rendering, you no longer need to predefine `vk::RenderPass` or `vk::Framebuffer`.
159159Instead, you specify the rendering attachments at the start of command recording, using `vk::beginRendering`
160160and structs like `vk::RenderingInfo` to provide all necessary attachment information dynamically.
@@ -254,9 +254,9 @@ command buffers first.
254254
255255So in short, to draw the first triangle, we need to:
256256
257- * Create a vk:: Instance
258- * Select a supported graphics card (vk:: PhysicalDevice)
259- * Create a vk:: Device and vk:: Queue for drawing and presentation
257+ * Create an Instance
258+ * Select a supported graphics card (PhysicalDevice)
259+ * Create a Device and Queue for drawing and presentation
260260* Create a window, window surface and swap chain
261261* Wrap the swap chain images into VkImageView
262262* Set up dynamic rendering
@@ -342,4 +342,4 @@ layers are so extensive, it can actually be a lot easier to find out why
342342your screen is black compared to OpenGL and Direct3D!
343343
344344There's only one more step before we'll start writing code, and that's
345- xref:02_Development_environment.adoc[setting up the development environment].
345+ xref:02_Development_environment.adoc[setting up the development environment].
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