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I'm not familiar with vkvg and as others haven't chipped in yet you might be the first in the VSG community to attempt this integration. As I haven't used vkvg I can only ask questions and make general suggestions. First thought, is vkvg designed to allow you to create your own vkInstance, vkDevice & vkSurface and have it adopts these and defer lifetime management of those to users of vkvg? If so then getting the Vulkan handles from the the vsg::Instance, vsg::Device and vsg::Surface and passes this into the vkcg adapter classes. On the rendering side (item 3. in your post) the way I'd integrate that with the scene graph would be subclass from vsg::Command and override the Command::record(..) method and have this call the vkvg code. |
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From the https://github.com/jpbruyere/vkvg home page:
"vkvg is an open-source 2D graphics library written in C using Vulkan as backend."
I would like to see a vsg adapter so that vkvg can be used in vsg.
From my initial look at the sources this looks quite straightforward:
VkVgDevice
by (there are other "constructors" as well):VkvgSurface
by:So how does this map to vsg?
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