lots of refactoring for the dynamic vertex in addition to planning out documentation
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@@ -11,17 +11,17 @@ use winit::Window;
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use crate::compute::compu_state::CompuState;
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use vulkano::image::ImageUsage;
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use crate::compute::compu_frame::CompuFrame;
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use crate::canvas::canvas_state::{CanvasState, CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle};
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use crate::canvas::canvas_state::{CanvasState};
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use crate::canvas::canvas_frame::CanvasFrame;
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use crate::compute::compu_kernel::{CompuKernel, CompuKernelHandle};
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use crate::compute::compu_buffer::{CompuBuffers, CompuBufferHandle};
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use crate::compute::compu_buffer::{CompuBuffers};
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use std::time::Duration;
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use vulkano::pipeline::depth_stencil::{DynamicStencilValue, StencilFaceFlags};
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use crate::canvas::shader::common::CompiledGraphicsPipelineHandle;
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use crate::canvas::shader::generic_shader::GenericShader;
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use crate::canvas::shader::text_shader::{TextShader, GlyphInstance};
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use vulkano::pipeline::vertex::{OneVertexOneInstanceDefinition, SingleBufferDefinition};
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use crate::util::vertex_3d::Vertex3D;
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use crate::canvas::{CanvasTextureHandle, CompiledGraphicsPipelineHandle, CanvasFontHandle, CanvasImageHandle, CompuBufferHandle};
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/// VKProcessor holds the vulkan instance information, the swapchain,
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/// and the compute and canvas states
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@@ -90,7 +90,8 @@ impl<'a> VkProcessor<'a> {
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/// VKProcessor controls the window. So it will let the main loop know when it is done
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pub fn is_open(&mut self) -> bool {
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self.surfcae
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// self.surface
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true
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}
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/// Using the surface, we calculate the surface capabilities and create the swapchain and swapchain images
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