Original tutorial plus custom rendering part 1, initial draft #3
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This is an initial commit of content partially from the conversion provided on the Discord of my original PDF tutorial, with slight changes to order, content and formatting.
The pull request contains icons of the hotham logo, the Vulkan logo, and my own attribution logo formatted to ensure they are no more than 60px in height to appear as unobtrusive as possible within the mdbook format introduction.
It also contains two images lifted directly from the Open XR specification which specifically do nothing but specify the axes conventions for input and graphics, as well as one screenshot to illustrate the properties of the example objects being discussed in the initial several pages. I do not believe there are any copyright concerns in referencing the axes convention images, but if there are feel free to remove them.
No compilation instructions from the original tutorial are included as yet as it is preferable that the capabilities of mdBook format are exploited (ie handlebars) to allow the dynamic creation of a shell script or PS1 for the target OS to set all relevant cross compilation environment variables and so on.
No source code is yet provided for the custom rendering example, only general considerations to be made as well as an explanation of how the primary two sets of shaders/pipelines work together.
Opening this to criticism on presentation/grammar or overlooked points. I intend on looking at example source code for the custom rendering following this PR.