Index: VulkanGame.vcxproj
===================================================================
--- VulkanGame.vcxproj	(revision 1802a418ac0026c85d2a8724ad0cb462308d852d)
+++ VulkanGame.vcxproj	(revision 0cf1a23e478e8f1f93094380133629b67af41ed8)
@@ -172,4 +172,7 @@
     <Font Include="assets\fonts\lazy.ttf" />
   </ItemGroup>
+  <ItemGroup>
+    <Text Include="scene-notes.txt" />
+  </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
Index: peline-outline.txt
===================================================================
--- pipeline-outline.txt	(revision 1802a418ac0026c85d2a8724ad0cb462308d852d)
+++ 	(revision )
@@ -1,11 +1,0 @@
-Have common functions for the opengl and vuilkan pipelines
-Try to keep state internal and just expose common functions
-
-For vulkan, concerns are bindingDescription and attributeDescriptions
-	-Since we just have one data array split up into point-sized chunks,
-	 we can just have a single bindngDescription
-	-attributeDescriptions will have to be defined per pipeline
-	 (something similar will happen in opengl for varying attributes)
-
-VkPipeline and VkPipelineLayout are used for creating the pipeline commands,
-so keep track of them
Index: scene-notes.txt
===================================================================
--- scene-notes.txt	(revision 0cf1a23e478e8f1f93094380133629b67af41ed8)
+++ scene-notes.txt	(revision 0cf1a23e478e8f1f93094380133629b67af41ed8)
@@ -0,0 +1,4 @@
+In opengl, (-1, -1) is lower left
+In vulkan, it is upper left, so I set the projection matrix [1][1] cell to -1 to flip the y-axis and make it match opengl
+
++z goes into the screen
