KhronosGroup / KhronosGroup/Vulkan-Tutorial

discrepancy between documentation and example implementation in Building a Simple Engine

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Game Engine
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[Hi, first of all, thank you for the excellent documentation. It is very detailed and easy to follow, especially for someone like me who is still new to Vulkan.

I have a question while going through the documentation and the example code.

In the documentation, the concept of a frame graph is introduced, and there is also a basic implementation described. However, when I looked through the code repository,I may have missed it, but I could not find where this frame graph implementation is actually used in the examples.

I am not sure whether this is intentional.

Should I understand the current rendering logic in the code first, and then try to implement the frame graph myself based on the documentation? Or is the frame graph section meant more as an explanation of a possible architecture, rather than something directly used by the current example code?

Since I am still learning Vulkan, I am not very sure what would be considered the recommended or “good” approach here. Any clarification would be really helpful.

Thanks again for the great work on the documentation and the project!

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