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Copy file name to clipboardExpand all lines: en/02_Development_environment.adoc
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@@ -297,7 +297,7 @@ The most important parts you'll need for developing Vulkan applications on
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Linux are the Vulkan loader, validation layers, and a couple of command-line
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utilities to test whether your machine is Vulkan-capable:
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Download the VulkanSDK tarball from (https://vulkan.lunarg.com/)[LunarG].
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Download the VulkanSDK tarball from https://vulkan.lunarg.com/[LunarG].
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Place the uncompressed VulkanSDK in a convenient path, and create a symbolic
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link to the latest on like so:
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everything works.
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I will assume that you already have some basic experience with CMake, like
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how variables and rules work. If not, you can get up to speed very quickly with (https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/)[this tutorial].
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how variables and rules work. If not, you can get up to speed very quickly with https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/[this tutorial].
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You can now use the ink:/attachments/[attachments] directory in this tutorial as a template for your
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You can now use the link:/attachments/[attachments] directory in this tutorial as a template for your
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Vulkan projects. Make a copy, rename it to something like `HelloTriangle`
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and remove all the code in `main.cpp`.
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@@ -465,7 +465,7 @@ Most of the instructions here are essentially a lot of "plumbing," so we can get
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Also, keep in mind that during the following instructions whenever we mention the folder `vulkansdk` we are referring to the folder where you extracted the Vulkan SDK.
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We recommend using CMake everywhere, and Apple is no different. An example
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of how to use CMake for Apple can be found (https://medium.com/practical-coding/migrating-to-cmake-in-c-and-getting-it-working-with-xcode-50b7bb80ae3d)[here]
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of how to use CMake for Apple can be found https://medium.com/practical-coding/migrating-to-cmake-in-c-and-getting-it-working-with-xcode-50b7bb80ae3d[here]
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We also have documentation for using a cmake project in Apple environments
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at the VulkanSamples project. It targets both iOS and Desktop Apple.
Copy file name to clipboardExpand all lines: en/03_Drawing_a_triangle/01_Presentation/01_Swap_chain.adoc
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@@ -158,7 +158,7 @@ that order with an 8-bit unsigned integer for a total of 32 bits per pixel. The
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the `VK_COLOR_SPACE_SRGB_NONLINEAR_KHR` flag. Note that this flag used to be
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called `VK_COLORSPACE_SRGB_NONLINEAR_KHR` in old versions of the specification.
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For the color space we'll use SRGB if it is available, because it [results in more accurate perceived colors](http://stackoverflow.com/questions/12524623/). It is also pretty much the standard color space for images, like the textures we'll use later on.
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For the color space we'll use SRGB if it is available, because it link:http://stackoverflow.com/questions/12524623/[results in more accurate perceived colors]. It is also pretty much the standard color space for images, like the textures we'll use later on.
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Because of that we should also use an SRGB color format, of which one of the most common ones is `VK_FORMAT_B8G8R8A8_SRGB`.
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Let's go through the list and see if the preferred combination is available:
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`maxImageExtent` bounds. But we must specify the resolution in the correct unit.
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GLFW uses two units when measuring sizes: pixels and
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