Use macro fro asset path
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3f12714085
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cfcd34498a
2 changed files with 13 additions and 7 deletions
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@ -328,8 +328,8 @@ public:
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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shaderStages[0] = example->loadShader(example->getAssetPath() + "shaders/imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = example->loadShader(example->getAssetPath() + "shaders/imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = example->loadShader(ASSET_PATH "shaders/imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = example->loadShader(ASSET_PATH "shaders/imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device->logicalDevice, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
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@ -695,8 +695,8 @@ public:
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/imgui/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/imgui/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(ASSET_PATH "shaders/imgui/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(ASSET_PATH "shaders/imgui/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
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@ -744,9 +744,9 @@ public:
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void loadAssets()
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{
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models.models.loadFromFile(getAssetPath() + "models/vulkanscenemodels.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.background.loadFromFile(getAssetPath() + "models/vulkanscenebackground.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.logos.loadFromFile(getAssetPath() + "models/vulkanscenelogos.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.models.loadFromFile(ASSET_PATH "models/vulkanscenemodels.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.background.loadFromFile(ASSET_PATH "models/vulkanscenebackground.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.logos.loadFromFile(ASSET_PATH "models/vulkanscenelogos.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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}
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void prepareImGui()
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