Chronos 0.0
A advanced 2D rendering and animation system
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Contains the common headers for the vulkan API. More...
#include <GLFW/glfw3.h>
#include "glm/ext.hpp"
#include "glm/gtx/string_cast.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
Go to the source code of this file.
Macros | |
#define | GLFW_INCLUDE_VULKAN |
#define | GLM_ENABLE_EXPERIMENTAL |
#define | GLM_FORCE_RADIANS |
#define | GLM_FORCE_DEFAULT_ALIGNED_GENTYPES |
#define | GLM_ENABLE_EXPERIMENTAL |
#define | MAX_FRAMES_IN_FLIGHT 2 |
The number of frames in flight. | |
Contains the common headers for the vulkan API.
More specifically it includes the following packages:
Definition in file vulkanHeaders.hpp.
#define GLFW_INCLUDE_VULKAN |
Definition at line 34 of file vulkanHeaders.hpp.
#define GLM_ENABLE_EXPERIMENTAL |
Definition at line 36 of file vulkanHeaders.hpp.
#define GLM_ENABLE_EXPERIMENTAL |
Definition at line 36 of file vulkanHeaders.hpp.
#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES |
Definition at line 38 of file vulkanHeaders.hpp.
#define GLM_FORCE_RADIANS |
Definition at line 37 of file vulkanHeaders.hpp.
#define MAX_FRAMES_IN_FLIGHT 2 |
The number of frames in flight.
During rendering, we can have multiple frames in flight. This ensures that the GPU and CPU are busy at the same time and not waiting for each other. Hence we create multiple frames and while one is rendering, the other is being prepared. This ensures maximum performance.
Definition at line 53 of file vulkanHeaders.hpp.