hey everyone! i'm trying to break into game dev via rust, and vulkano looked like a solid option. i've got several questions, one of which might actually be appropriate for this forum lol. sorry if this is the wrong place for any of em.
1 - how hard would it be to set up a pipeline that uses many attributes and buffers for the graphics pipeline? or am i just using the impl_vertex! macro wrong?? it seems like all of the examples really only use one, and all of the implementations of standard set ups (ie vertex_input_single_buffer, etc) seem pretty darn complicated to implement. i feel like using many attributes is pretty standard - is there something i'm missing here?
like, i could probably do it if i had an example that actually used more attributes. the deferred rendering seems to fake normal vectors with constants. i had vulkan up and running with one, no problem, but couldn't figure out how to set it up with more. i think what makes it so hard is that several places all have to agree as to what the pipeline looks like, so my normal strategy is sussing the answer out by poking it won't really work. the stars have to align lol.
2 - lucas said vulkano is "pretty much unmaintained at this point". is vulkano dead? should we abandon ship? :( :( :( is it close enough to finished to make it viable anyway?
3 - are there other forums more appropriate for these kinds of questions? like actually using vulkano questions, not developing it or pointing out bugs and such.
Instance::new(None, &InstanceExtensions::none(), None)I get
Err(OomError(OutOfHostMemory)). What would that mean? While I do admit my laptop is not hi-end tech at all it still has 512 Mb of video memory and I don't do any memory consuming stuff at this point. In fact, this line is the only line in