pull/112/head
Ben Hansen 4 years ago
parent 6f29ba738b
commit fb5c9fc8fe

@ -1 +1 @@
Subproject commit e3e8e4c1672e2b7691b907f0ac89021341d81021
Subproject commit 818b1789aac2e434778103fe7b4c88e7571f4022

@ -257,8 +257,6 @@ render_pass.set_index_buffer(&self.index_buffer.slice(..));
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
```
The order of these statements is important. The pipeline needs to be set first, then the bind groups, vertex buffers, and index buffer, finally the draw call. If you don't do this, you'll likely get a crash.
## PipelineLayout
Remember the `PipelineLayout` we created back in [the pipeline section](/beginner/tutorial3-pipeline#how-do-we-use-the-shaders)? This is finally the time when we get to actually use it. The `PipelineLayout` contains a list of `BindGroupLayout`s that the pipeline can use. Modify `render_pipeline_layout` to use our `texture_bind_group_layout`.

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