use VAB instead of VBO
This commit is contained in:
@@ -154,9 +154,9 @@ public:
|
||||
void PushConstants(const void *data,const uint32_t size) {vkCmdPushConstants(cmd_buf,pipeline_layout,VK_SHADER_STAGE_VERTEX_BIT,0, size,data);}
|
||||
void PushConstants(const void *data,const uint32_t offset,const uint32_t size) {vkCmdPushConstants(cmd_buf,pipeline_layout,VK_SHADER_STAGE_VERTEX_BIT,offset, size,data);}
|
||||
|
||||
void BindVBO(const uint32_t first,const uint32_t count,const VkBuffer *vbo,const VkDeviceSize *offsets)
|
||||
void BindVBO(const uint32_t first,const uint32_t count,const VkBuffer *vab,const VkDeviceSize *offsets)
|
||||
{
|
||||
vkCmdBindVertexBuffers(cmd_buf,first,count,vbo,offsets);
|
||||
vkCmdBindVertexBuffers(cmd_buf,first,count,vab,offsets);
|
||||
}
|
||||
|
||||
bool BindVBO(VBOList *vbo_list)
|
||||
|
Reference in New Issue
Block a user