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The VulkanSceneGraph doesn't have a graph that is created for rendering each frame. There is the main scene graph that is traversed each frame by the RecordTraversal that records Vulkan commands to vk/vsg::CommandBuffer which are then submitted to the vk/vsg::Queue each frame. The command buffers are re-recorded each frame unless you are using a SecondaryCommandGraph/ExecuteCommands to reuse recorded command buffers. Does this answer you question? As the way asked makes it seem like you've got a preconception of what the VSG might be doing. In general, it's best to explain what you are trying to achieve as an end result and ask us how you want to achieve it, then have us fill in the blanks, rather than say stuff that has us guessing what ideas might be in your head in order to address those. |
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In the common case, is the graph created for rendering reconstructed from scratch every frame, or expected to be updated each frame?
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