Implemented Sampler with Clamp to Edge (because I like this) and anisotrpic filtering to the graphics cards max
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@@ -152,6 +152,9 @@ namespace vapp{
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VkImage textureImage;
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VkDeviceMemory textureImageMemory;
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VkImageView textureImageView;
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VkSampler textureSampler;
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#pragma endregion
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bool checkValidationLayerSupport();
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@@ -183,6 +186,9 @@ namespace vapp{
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void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t height);
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void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory &imageMemory);
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void createTextureImage();
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VkImageView createImageView(VkImage image, VkFormat format);
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void createTextureImageView();
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void createTextureSampler();
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uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties);
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void createBuffer(VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties, VkBuffer &buffer, VkDeviceMemory &bufferMemory);
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void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
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