In the Swap Chain Recreation chapter, there’s this line:
"Note that we don’t recreate the renderpass here for simplicity."
But earlier in the tutorial, it switches to Dynamic Rendering and sets:
As far as I can tell, the tutorial never creates a VkRenderPass object at all.
Is this sentence left over from the older version of the tutorial that used render passes?
If so, maybe it would be clearer to talk about recreating things that depend on the swap chain image format, such as the graphics pipeline, instead of the render pass.
In the Swap Chain Recreation chapter, there’s this line:
But earlier in the tutorial, it switches to Dynamic Rendering and sets:
.renderPass = nullptrAs far as I can tell, the tutorial never creates a
VkRenderPassobject at all.Is this sentence left over from the older version of the tutorial that used render passes?
If so, maybe it would be clearer to talk about recreating things that depend on the swap chain image format, such as the graphics pipeline, instead of the render pass.