Vulkan texture rendering on multiple meshes
I am in the middle of rendering different textures on multiple meshes of a model, but I do not have much clues about the procedures. Someone suggested for each mesh, create its own descriptor sets and call vkCmdBindDescriptorSets() and vkCmdDrawIndexed() for rendering like this: // Pipeline with descriptor set layout that matches the shared descriptor sets vkCmdBindPipeline(...pipelines.mesh...); ... // Mesh A vkCmdBindDescriptorSets(...&meshA.descriptorSet... ); vkCmdDrawIndexed(...); // Mesh B vkCmdBindDescriptorSets(...&meshB.descriptorSet... ); vkCmdDrawIndexed(...); However, the above