YAY! found a solution!
There's an Instancing, and Dynamic Uniform works like a charm but you have to create a massive buffer, but it's just a waste of memory if number objects is not fixed and updating the data back and forth to buffer slows down the performance.
Push Constant !
Using Push constant - single Pipeline, single DescriptorSet, single Uniform buffer and no need to create buffer to constant data just pass the world matrix of each object and that's it!
Many thanks!
Dex!
Dealing with Vulkan DescriptorSet limitation to 4096?
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