Fixed accidental indentation change

This commit is contained in:
disdamoe 2022-04-17 21:08:44 +03:00
parent eca31a5ed5
commit 03e905cc4d
9 changed files with 44 additions and 44 deletions

View File

@ -234,17 +234,17 @@ You'll then need to run the WASM code in an ES6 Module:
</head> </head>
<body> <body>
<script type="module"> <script type="module">
import init from "./pkg/pong.js"; import init from "./pkg/pong.js";
init().then(() => { init().then(() => {
console.log("WASM Loaded"); console.log("WASM Loaded");
}); });
</script> </script>
<style> <style>
canvas { canvas {
background-color: black; background-color: black;
} }
</style> </style>
</body> </body>
</html> </html>

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@ -127,11 +127,11 @@ Now that we have our data, we can create the actual `instance_buffer`.
```rust ```rust
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>(); let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer = device.create_buffer_init( let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor { &wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"), label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data), contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX, usage: wgpu::BufferUsages::VERTEX,
} }
); );
``` ```
@ -183,13 +183,13 @@ We need to add this descriptor to the render pipeline so that we can use it when
```rust ```rust
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
// ... // ...
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
// ... // ...
// UPDATED! // UPDATED!
buffers: &[Vertex::desc(), InstanceRaw::desc()], buffers: &[Vertex::desc(), InstanceRaw::desc()],
}, },
// ... // ...
}); });
``` ```
@ -197,10 +197,10 @@ Don't forget to return our new variables!
```rust ```rust
Self { Self {
// ... // ...
// NEW! // NEW!
instances, instances,
instance_buffer, instance_buffer,
} }
``` ```

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@ -141,15 +141,15 @@ The last change we need to make is in the `render()` function. We've created the
```rust ```rust
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
// ... // ...
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view, view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations { depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0), load: wgpu::LoadOp::Clear(1.0),
store: true, store: true,
}), }),
stencil_ops: None, stencil_ops: None,
}), }),
}); });
``` ```

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@ -549,8 +549,8 @@ pub trait DrawModel<'a> {
} }
impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a> impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
where where
'b: 'a, { 'b: 'a, {
// ... // ...
fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) { fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
self.draw_model_instanced(model, 0..1, camera_bind_group); self.draw_model_instanced(model, 0..1, camera_bind_group);