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I want to implement DepthPeeling like proposed in chapter 5 of "The Modern Vulkan Cookbook" to handle transparencies correctly.
I'm using DepthPeeling because it seems to be a good middle way between memory- and performance-requirements.
Does vsg support dynamic rendering using vkCmdBeginRendering?
It seems that the current implementation of GraphicsPipeline::Implementation does not support rendering without a valid renderpass and so binding and creating pipeline without a renderpass is not possible.
I think supporting dynamic rendering would improve handling of dynamic situations like transparency handling drastically.
Khronos states that there is no need for a render pass soon as the pNext-list of VkGraphicsPipelineCreateInfo contains a valid VkPipelineRenderingCreateInfo-structure ...
Is there another way to handle dynamic rendering or shall I describe a render pass having multiple sub-passes?
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Hi,
I want to implement DepthPeeling like proposed in chapter 5 of "The Modern Vulkan Cookbook" to handle transparencies correctly.
I'm using DepthPeeling because it seems to be a good middle way between memory- and performance-requirements.
Does vsg support dynamic rendering using vkCmdBeginRendering?
It seems that the current implementation of GraphicsPipeline::Implementation does not support rendering without a valid renderpass and so binding and creating pipeline without a renderpass is not possible.
I think supporting dynamic rendering would improve handling of dynamic situations like transparency handling drastically.
src\vsg\state\GraphicsPipeline.cpp:
Khronos states that there is no need for a render pass soon as the pNext-list of VkGraphicsPipelineCreateInfo contains a valid VkPipelineRenderingCreateInfo-structure ...
Is there another way to handle dynamic rendering or shall I describe a render pass having multiple sub-passes?
Thanks in advance.
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