I have problems implementing a Vulkan renderer alongside my OpenGL one.
In OpenGL one can change sampler parameters easily at runtime (like anisotropy settings through glTexParameter) or blend/depth states.
I wonder if this is also possible in Vulkan.
I usually create lets say a sampler object with all information needed and throw the creation info away after construction.
I did not find any information on this on the net.
So, is there any way to change those settings at runtime or do I have to create a complete new sampler object down the road?
The same question applies to depth/blend states in pipeline objects.
I think the second case would not actually be particularly fast performance wise.