After my post last week about using arrays of textures to centralize texture bindings in vulkan, I wanted to see if I could do the same for uniform data.
It turns out you can - even if your shaders use different uniform buffer data (you just have to keep the uniform buffers the same size)
I wrote a tutorial/blog post thing about it here: http://kylehalladay.com/blog/tutorial/vulkan/2018/02/05/Bind-Once-Uniform-Data-Vulkan.html
@reedbeta ah crap, thought i i had filled all the link tags in, thanks for the heads up!
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