Index: NewOpenGLGame.vcxproj
===================================================================
--- NewOpenGLGame.vcxproj	(revision 6544020b0eec5d6633b1855a4c49dd2a64c19b86)
+++ NewOpenGLGame.vcxproj	(revision cbe946d03442d19cc7ac7719b014b5a6979966e5)
@@ -136,4 +136,5 @@
       <OptimizeReferences>true</OptimizeReferences>
       <AdditionalDependencies>glew32s.lib;glfw3.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
     </Link>
   </ItemDefinitionGroup>
@@ -148,5 +149,4 @@
     <ClCompile Include="new-game.cpp" />
     <ClCompile Include="StackWalker.cpp" />
-    <ClCompile Include="stb_image.cpp" />
     <ClCompile Include="utils.cpp" />
   </ItemGroup>
Index: README.txt
===================================================================
--- README.txt	(revision 6544020b0eec5d6633b1855a4c49dd2a64c19b86)
+++ README.txt	(revision cbe946d03442d19cc7ac7719b014b5a6979966e5)
@@ -1,2 +1,6 @@
+NOTE: NewOpenGLGame uses a 32-bit build, whule VulkanGame uses a 64-bit build.
+Because of this, it's necessary to switch the glfw3 lib files when switching projects.
+TODO: Make NewOpenGLGame work with a 64-bit build
+
 Installation Instructions for Linux
 ---------------------------------------
@@ -33,5 +37,5 @@
 ---------------------------------------
 
-Download the precompiled 32bit binaries of GLFW and GLEW. Create lib/ and
+Download the pre=compiled 32bit binaries of GLFW and GLEW. Create lib/ and
 include/ folders in the root opengl-game directory you cloned.
 Copy the include/GL/ and include/GLFW/ folders into your include/ folder.
@@ -55,5 +59,9 @@
 Create an include directory inside the opengl-game folder
 
-Download GLM and copy the glm folder into /include
+Download GLM and copy the glm folder into your include directory
+
+Download the 64bit pre-compiledbinaries of GLFW3
+ - Copy lib-vc2019/glfw3.lib into your lib directory
+ - Copy the whole include/GLFW directory into your include directory
 
 Download the SDL2 pre-built Windows binaries
@@ -61,9 +69,13 @@
  - Copy the contents of lib/x64 to lib
 
-Download the SDL_image Visual C++ development libraries from https://www.libsdl.org/projects/SDL_image/
+Download the SDL2_image Visual C++ development libraries from https://www.libsdl.org/projects/SDL_image/
+Download the SDL2_ttf Visual C++ development libraries from https://www.libsdl.org/projects/SDL_ttf/
+(Might use SDL2_gfx later as well)
 
-Download the SDL_ttf Visual C++ development libraries from https://www.libsdl.org/projects/SDL_ttf/
+Copy the 64-bit static libraries to the lib directory you created above
 
 TODO: Figure out how to do static compilation with SDL2
+
+Since I'm currently using dynamic SDL2 libraries for Windows, some DLLs from sdl2-ttf and sdl2-image
 
 Download the vulkan sdk
Index: VulkanGame.vcxproj
===================================================================
--- VulkanGame.vcxproj	(revision 6544020b0eec5d6633b1855a4c49dd2a64c19b86)
+++ VulkanGame.vcxproj	(revision cbe946d03442d19cc7ac7719b014b5a6979966e5)
@@ -150,6 +150,8 @@
     <None Include="compile.bat" />
     <None Include="compile.sh" />
-    <None Include="shaders\shader.frag" />
-    <None Include="shaders\shader.vert" />
+    <None Include="shaders\overlay.frag" />
+    <None Include="shaders\overlay.vert" />
+    <None Include="shaders\scene.frag" />
+    <None Include="shaders\scene.vert" />
   </ItemGroup>
   <ItemGroup>
Index: vulkan-game.cpp
===================================================================
--- vulkan-game.cpp	(revision 6544020b0eec5d6633b1855a4c49dd2a64c19b86)
+++ vulkan-game.cpp	(revision cbe946d03442d19cc7ac7719b014b5a6979966e5)
@@ -75,4 +75,11 @@
    static VkVertexInputBindingDescription getBindingDescription() {
       VkVertexInputBindingDescription bindingDescription = {};
+
+      // Since there is only one array of vertex data, we use binding = 0
+      // I'll probably do that for the foreseeable future
+      // I can calculate the stride myself given info about all the varying attributes
+
+      // In new-game.cpp, it looks like I had a C++ struct for each shader type anyway,
+      // so I can use the same pattern for this as well probably
 
       bindingDescription.binding = 0;
