– add descriptor sets for every model which contains the position + texture
– big refactoring so that we use this instead of trying to push this into many dynamic UBOs
– introduce many bleeding handles. fix this.
This rectifies a misunderstanding on my part of how to do things in Vulkan, which encourages an arbitrary number of descriptor sets as opposed to a bigger number of dynamic uniform buffer objects (UBOs). To this day (Septer 2019) I am unsure if this is the right way to go, since I am in no way an expert. 🙂
While this fixed the basic approach and got things working again, it also introduced the creation of a lot of Vulkan handles that weren’t properly freed again.