Hi! I'm writing 3d engine using OpenGL but with perspective adding support of Vulkan later. Now I'm writing a wrapper for Vertex Array Object and bumped into a problem that in Vulkan there is no similar functionality. I found that VkCommandBuffer is something similar to the Vertex Array Object, but much wider and with more features. So how do I best implement a wrapper for VAO so that later I can add Vulkan support without problems (and without cutting back on Vulkan's capabilities)?
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