diff --git a/scenerendering/scenerendering.cpp b/scenerendering/scenerendering.cpp index 91e213e6..a9bd753f 100644 --- a/scenerendering/scenerendering.cpp +++ b/scenerendering/scenerendering.cpp @@ -59,7 +59,7 @@ struct Vertex { // Shader properites for a material // Will be passed to the shaders using push constant -struct SceneMaterialProperites +struct SceneMaterialProperties { glm::vec4 ambient; glm::vec4 diffuse; @@ -72,7 +72,7 @@ struct SceneMaterial { std::string name; // Material properties - SceneMaterialProperites properties; + SceneMaterialProperties properties; // The example only uses a diffuse channel vks::Texture2D diffuse; // The material's descriptor contains the material descriptors @@ -236,7 +236,7 @@ private: // We will be using a push constant block to pass material properties to the fragment shaders VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange( VK_SHADER_STAGE_FRAGMENT_BIT, - sizeof(SceneMaterialProperites), + sizeof(SceneMaterialProperties), 0); pipelineLayoutCreateInfo.pushConstantRangeCount = 1; pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange; @@ -558,7 +558,7 @@ public: pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, - sizeof(SceneMaterialProperites), + sizeof(SceneMaterialProperties), &meshes[i].material->properties); // Render from the global scene vertex buffer using the mesh index offset