Remove & from set_vertex_buffer()

pull/150/head
Hiroaki Yutani 3 years ago
parent bb66d9595c
commit b09302f23e

@ -265,7 +265,7 @@ Now that we've got our `BindGroup`, we can use it in our `render()` function.
// ...
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); // NEW!
render_pass.set_vertex_buffer(0, &self.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);

@ -216,7 +216,7 @@ render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
// NEW!
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);

@ -203,7 +203,7 @@ The last change we need to make is in the `render()` method. We need to bind our
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
// NEW!
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);

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