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Mercesa

Vulkan Binding different textures to descriptor sets?

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When loading in a model with a lot of meshes that have different materials that contain different textures, how would you handle this in Vulkan?

Is it possible to partially change a DescriptorSet with a WriteDescriptorSet object? Even if it is possible, it does not sound ideal to update the descriptor set for every mesh. I am aware of the boundless texture arrays in shader model 5.0+, but for now I want to keep it as simple as possible.

Edited by Mercesa

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If in GL/D3D11 you used to change textures for each mesh, that's equivalent to creating a new descriptor set for every mesh now in Vulkan/D3D12.

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Very clear and concise answer Hodgeman, thanks! :) How about descriptor pools then? I know in Dx12 you have descriptor heaps, but Vulkan its descriptor pool system is a bit confusing.

Are there any good resources on Vulkan descriptor set/pool management?

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