Remove duplicate call to set_vertex_buffer(0, ...) in shader_instancing example (#3738)
## Objective
The [`DrawMeshInstanced`] command in the example sets vertex buffer 0 twice, with two identical calls to:
```rs
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
```
## Solution
Remove the second call as it is unecessary.
[`DrawMeshInstanced`]: f3de12bc5e/examples/shader/shader_instancing.rs (L217-L258)
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@ -239,7 +239,6 @@ impl EntityRenderCommand for DrawMeshInstanced {
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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match &gpu_mesh.buffer_info {
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GpuBufferInfo::Indexed {
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buffer,
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@ -250,7 +249,7 @@ impl EntityRenderCommand for DrawMeshInstanced {
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pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
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}
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GpuBufferInfo::NonIndexed { vertex_count } => {
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pass.draw_indexed(0..*vertex_count, 0, 0..instance_buffer.length as u32);
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pass.draw(0..*vertex_count, 0..instance_buffer.length as u32);
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}
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}
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RenderCommandResult::Success
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