Bulk update nvpro-samples 11/20/23

5c72ddfc0522eb6604828e74886cf39be646ba78
This commit is contained in:
Mathias Heyer 2023-11-20 13:54:44 -08:00
parent debd0d5e33
commit 0c73e8ec1b
96 changed files with 927 additions and 922 deletions

View file

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