Comments (2)
I have already created a pr including a quick solution for this.
But in all events it's just a temporary solution since it may not be a good practice. A better solution might be to have some sort of layers that events are either passed through or blocked by them.
from mastering-graphics-programming-with-vulkan.
Thanks for the fix! If you're happy with the change, feel free to close this issue.
from mastering-graphics-programming-with-vulkan.
Related Issues (20)
- Memory leak in Chapter 5 HOT 1
- Command buffer submitted to wrong queue (Intel A770, Chapter 5) HOT 6
- debug_mesh pipeline validation error. HOT 2
- Zero size framebuffer if dynamic rendering not available. (Chapter 7) HOT 2
- Transfer capability is implied for graphics and compute queues HOT 1
- Issues with RX6600 HOT 17
- a little confused HOT 3
- Mac version HOT 1
- Exits directly HOT 5
- No rule to make target 'chapter1' HOT 3
- Shader compilation on linux is broken HOT 2
- Loading gltf files bug makes it impossible to open gltf files HOT 2
- Compilation of IMGUI shader, and IMGUI render pass not working on Linux HOT 14
- replace "SDL2::SDL2" with "${SDL2_LIBRARIES}" in all 15 CMakeLists.txt files HOT 4
- So much differences in code between chapter 1 and 2, undocumented HOT 2
- why can't I compile in my macOS? with Arm M3 HOT 2
- Question about frustum aligned 3D texture HOT 3
- Issue with renderdoc capture from Chapter 11 HOT 2
- Can't run chapters 8,9,10,11,13,14 on Windows with the same error. HOT 3
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from mastering-graphics-programming-with-vulkan.