Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

View File

@@ -171,7 +171,7 @@ impl<'a> VkProcessor<'a> {
self.canvas_state.load_shader::<GenericShader, ColorVertex3D>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader, TextureVertex3D>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader, ImageVertex3D>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
// self.canvas_state.load_shader::<TextShader, TextVertex3D>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<TextShader, ColorVertex3D>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
}
/// A hardcoded list of shaders which can be proloaded from this function