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Merge pull request #51 from yutannihilation/patch-1
Fix some typos in tutorial7-instancing
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commit
5d41a0f314
@ -498,6 +498,7 @@ let instance_texture = device.create_texture(&wgpu::TextureDescriptor {
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dimension: wgpu::TextureDimension::D1,
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format: wgpu::TextureFormat::Rgba32Float,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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label: Some("instance_texture"),
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});
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```
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@ -505,7 +506,7 @@ All of this is fairly normal texture creation stuff, save two things:
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1. We specify the height of the texture as 1. While you could theoretically use a height greater than 1, keeping the texture 1D simplifies things a bit. This also means that we need to use `TextureDimension::D1` for our `dimension`.
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2. We're using `TextureFormat::Rgba32Float` for the texture format. Since our matrices are 32bit floats, this makes sense. We could use lower memory formats such as `Rgba16Float`, or even `Rgba8UnormSrgb`, but we loose precision when we do that. We might not need that precision for basic rendering, but applications that need to model reality definetly do.
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With that said, let's create our a texture view and sampler for our `instance_texture`.
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With that said, let's create our texture view and sampler for our `instance_texture`.
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```rust
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let instance_texture_view = instance_texture.create_default_view();
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@ -515,7 +516,7 @@ let instance_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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minmap_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare: wgpu::CompareFunction::Always,
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@ -564,7 +565,7 @@ let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroup
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::Sampler,
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ty: wgpu::BindingType::Sampler { comparison: false },
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},
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],
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// ...
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