Currently, debug draw is projected on a flat plane, following plain Vulkan viewport-space coordinates. Projection and view matrices need to be created by viewport, written into a uniform buffer structure, written to the GPU by renderer.c, then passed into a descriptor set to a pipeline's shaders to project debug draw into 3D.
Currently, debug draw is projected on a flat plane, following plain Vulkan viewport-space coordinates. Projection and view matrices need to be created by
viewport
, written into a uniform buffer structure, written to the GPU byrenderer.c
, then passed into a descriptor set to a pipeline's shaders to project debug draw into 3D.