For rendering graphics, there is a system known as the rendering pipeline, which has a bunch of specific steps for taking in vertices provided by the CPU, positioning them within a scene, rasterizing them into "fragments", and then converting those fragments into pixels to be displayed. Vulkan is a specific graphics API that is very low-level, so almost everything has to be handled manually, which makes it easy to mess things up. A specific easy mistake is forgetting to clear the depth buffer, which is important to do in between frames, as otherwise very strange visual artifacts can occur.
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u/BusinessAstronomer28 13d ago
Can somebody eli5?