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Interactive explanation of marching cubes and dual contouring
wordsandbuttons.online/interactive_explanatio...10
Array of Textures (2nd mention): A note on VK_EXT_descriptor_indexing
chunkstories.xyz/blog/a-note-on-descriptor-in...10
Applies to Vulkan too: std140 and std430 defined in OpenGL 4.5 spec
khronos.org/registry/OpenGL/specs/gl/glspec45...10
Math-intensive (but quite easy to read) Primer on Bezier Curves, B-Splines
pomax.github.io/bezierinfo/10
Arrays of Textures: one global descriptor bound at start of frame
kylehalladay.com/blog/tutorial/vulkan/2018/01...11
u/Ekzuzy shared a stackexchange post that is worth posting here. The second post about OpenGL is below the first one.
Here's a non-exhaustive list of Vulkan and DirectX 12. This is cobbled together using criteria similar to that of Nathan's.
Overall both APIs are surprisingly similar. Things like shader stages remain unchanged from DX11 and OpenGL. And obviously, DirectX uses views to make things visible to shaders. Vulkan also uses views, but they are less frequent.
Shader visibility behavior differs a bit between the two. Vulkan uses a mask to determine if a descriptor is visible to the various shader stages. DX12 handles this
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