I am in the middle of rendering different textures on multiple meshes of a model, but I do not have much clues about the procedures. Some one suggested for each mesh, create its own descriptor sets and call vkCmdBindDescriptorSets() and vkCmdDrawIndexed() for rendering like this:
// Pipeline with descriptor set layout that matches the shared descriptor sets
// Mesh A
// Mesh B
However, the above approach is quite different from the chopper sample and vulkan’s samples and makes me have no idea where to start the change. I really appreciate any help to guide me to a correct direction.