Bulk update nvpro-samples 11/20/23
5c72ddfc0522eb6604828e74886cf39be646ba78
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96 changed files with 927 additions and 922 deletions
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@ -1633,7 +1633,7 @@ In the `main` function, we now add the construction of the Shader Binding Table:
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Let's create a function that will record commands to call the ray trace shaders. First, add the declaration to the header
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~~~~ C
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void raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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void raytrace(const VkCommandBuffer& cmdBuf, const glm::vec4& clearColor);
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~~~~
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We first bind the pipeline and its layout, and set the push constants that will be available throughout the pipeline:
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@ -1642,7 +1642,7 @@ We first bind the pipeline and its layout, and set the push constants that will
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//--------------------------------------------------------------------------------------------------
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// Ray Tracing the scene
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//
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void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor)
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void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const glm::vec4& clearColor)
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{
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m_debug.beginLabel(cmdBuf, "Ray trace");
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// Initializing push constant values
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@ -2132,7 +2132,7 @@ The OBJ model is loaded in `main.cpp` by calling `helloVk.loadModel`. Let's load
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Since that model is larger, we can change the `CameraManip.setLookat` call to
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~~~~ C
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CameraManip.setLookat(nvmath::vec3f(4, 4, 4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
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CameraManip.setLookat(glm::vec3(4, 4, 4), glm::vec3(0, 1, 0), glm::vec3(0, 1, 0));
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~~~~
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