Fixed typos
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2898671f40
commit
583e61ac35
9 changed files with 10 additions and 10 deletions
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@ -128,7 +128,7 @@ namespace vks
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/**
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* Add a new attachment described by createinfo to the framebuffer's attachment list
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*
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* @param createinfo Structure that specifices the framebuffer to be constructed
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* @param createinfo Structure that specifies the framebuffer to be constructed
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*
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* @return Index of the new attachment
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*/
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@ -100,7 +100,7 @@ namespace vks
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VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
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/** @brief Inser an image memory barrier into the command buffer */
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/** @brief Insert an image memory barrier into the command buffer */
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void insertImageMemoryBarrier(
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VkCommandBuffer cmdbuffer,
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VkImage image,
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@ -353,7 +353,7 @@ public:
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// Second pass: Deferred calculations
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// -------------------------------------------------------------------------------------------------------
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// Clear values for all attachments written in the fragment sahder
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// Clear values for all attachments written in the fragment shader
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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@ -217,7 +217,7 @@ public:
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Using the shared descriptor set layout and the descriptor pool we will now allocate the descriptor sets.
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Descriptor sets contain the actual descriptor fo the objects (buffers, images) used at render time.
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Descriptor sets contain the actual descriptor for the objects (buffers, images) used at render time.
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*/
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@ -203,7 +203,7 @@ public:
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader shader ubo
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// Binding 0 : Vertex shader ubo
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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@ -90,7 +90,7 @@ public:
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};
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// Contains the texture for a single glTF image
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// Images may be reused by texture objects and are as such separted
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// Images may be reused by texture objects and are as such separated
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struct Image {
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vks::Texture2D texture;
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// We also store (and create) a descriptor set that's used to access this texture from the fragment shader
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@ -241,7 +241,7 @@ void VulkanglTFScene::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p
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return;
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}
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if (node.mesh.primitives.size() > 0) {
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// Pass the node's matrix via push constanst
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// Pass the node's matrix via push constants
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// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
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glm::mat4 nodeMatrix = node.matrix;
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VulkanglTFScene::Node* currentParent = node.parent;
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@ -96,7 +96,7 @@ public:
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};
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// Contains the texture for a single glTF image
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// Images may be reused by texture objects and are as such separted
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// Images may be reused by texture objects and are as such separated
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struct Image {
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vks::Texture2D texture;
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};
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@ -179,7 +179,7 @@ public:
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.plants.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// If the multi draw feature is supported:
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// One draw call for an arbitrary number of ojects
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// One draw call for an arbitrary number of objects
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// Index offsets and instance count are taken from the indirect buffer
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if (vulkanDevice->features.multiDrawIndirect)
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{
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@ -302,7 +302,7 @@ public:
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// ...
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// layout (location = 4) in vec3 instancePos; Per-Instance
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attributeDescriptions = {
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// Per-vertex attributees
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// Per-vertex attributes
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// These are advanced for each vertex fetched by the vertex shader
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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