diff --git a/docs/beginner/tutorial3-pipeline/README.md b/docs/beginner/tutorial3-pipeline/README.md index 67b2a7fe..717ea5b8 100644 --- a/docs/beginner/tutorial3-pipeline/README.md +++ b/docs/beginner/tutorial3-pipeline/README.md @@ -1,7 +1,7 @@ # The Pipeline ## What's a pipeline? -If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will preform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically. +If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will perform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically. ## Wait shaders? Shaders are mini programs that you send to the gpu to perform operations on your data. There are 3 main types of shader: vertex, fragment, and compute. There are others such as geometry shaders, but they're more of an advanced topic. For now we're just going to use vertex, and fragment shaders. @@ -175,8 +175,7 @@ let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescrip entry_point: "main", targets: &[wgpu::ColorTargetState { // 4. format: sc_desc.format, - alpha_blend: wgpu::BlendState::REPLACE, - color_blend: wgpu::BlendState::REPLACE, + blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrite::ALL, }], }),