Index: vulkan-game.cpp
===================================================================
--- vulkan-game.cpp	(revision c6f079386f2c1cc364200d95c0a19dffa50fb6f7)
+++ vulkan-game.cpp	(revision 9067efc6d42c8653176e1f616d6e0f7c8bb9cf09)
@@ -939,5 +939,5 @@
       // TODO: I'm pretty sure this severely slows down the pipeline since this functions waits for the copy to be
       // complete before continuing. See if I can find a more efficient method.
-      VulkanUtils::populateVulkanImageFromSDLTexture(device, physicalDevice, commandPool, uiOverlay, renderer,
+      VulkanUtils::populateVulkanImageFromSDLTexture(device, physicalDevice, resourceCommandPool, uiOverlay, renderer,
          sdlOverlayImage, graphicsQueue);
 
Index: vulkan-game.hpp
===================================================================
--- vulkan-game.hpp	(revision c6f079386f2c1cc364200d95c0a19dffa50fb6f7)
+++ vulkan-game.hpp	(revision 9067efc6d42c8653176e1f616d6e0f7c8bb9cf09)
@@ -497,5 +497,5 @@
 
    bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
-      this->commandPool, this->graphicsQueue);
+      resourceCommandPool, graphicsQueue);
 
    if (pipelinesCreated) {
@@ -536,5 +536,5 @@
 void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
       SceneObject<VertexType, SSBOType>& obj, size_t index) {
-   pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
+   pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
 }
 
