Rendering multiple objects with different textures, vertex buffers, and uniform values in Vulkan
Rendering multiple objects with different textures, vertex buffers, and uniform values in Vulkan My background is in OpenGL and I'm attempting to learn Vulkan. I'm having a little trouble with setting up a class so I can render multiple objects with different textures, vertex buffers, and UBO values. I've run into an issue where two of my images are drawn, but they flicker and alternate. I'm thinking it must be due to presenting the image after the draw call. Is there a way to delay presentation of an image? Or merge different images together before presenting? My code can be found here, I'm hoping it is enough for someone to get an idea of what I'm trying to do: https://gitlab.com/cwink/Ingin/blob/master/ingin.cpp Thanks! If You think it's a problem with presentation, then read this (and the following) tutorials: software.intel.com/en-us/articles/… – Ekzuzy Sep 2 at 8:12 But it seems that You synchronize rendering and presentation correctly. Is