Fixed typos

This commit is contained in:
Sascha Willems 2020-08-08 13:59:58 +02:00
parent e1ec3b6c78
commit 3abe588157
22 changed files with 32 additions and 32 deletions

View file

@ -453,7 +453,7 @@ void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p
{
if (node.mesh.primitives.size() > 0)
{
// Pass the node's matrix via push constanst
// Pass the node's matrix via push constants
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
glm::mat4 nodeMatrix = node.matrix;
VulkanglTFModel::Node *currentParent = node.parent;
@ -500,7 +500,7 @@ vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0,
As this matrix won't change in our case, we pass this is a push constant to the vertex shader.
And we also bind the the shader storage buffer object of the skin so the vertex shader get's access to the current joint matrices for the skin to be applied to that particular node:
And we also bind the shader storage buffer object of the skin so the vertex shader get's access to the current joint matrices for the skin to be applied to that particular node:
```cpp
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &skins[node.skin].descriptorSet, 0, nullptr);

View file

@ -337,7 +337,7 @@ void VulkanglTFModel::loadNode(const tinygltf::Node &inputNode, const tinygltf::
}
}
// If the node contains mesh data, we load vertices and indices from the the buffers
// If the node contains mesh data, we load vertices and indices from the buffers
// In glTF this is done via accessors and buffer views
if (inputNode.mesh > -1)
{
@ -790,7 +790,7 @@ void VulkanExample::loadglTFFile(std::string filename)
&indexStaging.memory,
indexBuffer.data()));
// Create device local buffers (targat)
// Create device local buffers (target)
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,