better but still bad
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parent
18ce5cde06
commit
8481f8d529
12
src/state.rs
12
src/state.rs
@ -410,12 +410,12 @@ impl State {
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// (the camera should rotate around the player,
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// and the player should also rotate so that
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// its back is facing the camera.)
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render_pass.set_pipeline(&(self.render_pipeline));
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let mesh = &(skin.meshes[1]);
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render_pass.set_bind_group(1, &(skin.materials[mesh.material].bind_group), &[]);
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
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for mesh in &(skin.meshes) {
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render_pass.set_bind_group(1, &(skin.materials[mesh.material].bind_group), &[]);
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
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}
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drop(render_pass);
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@ -25,7 +25,7 @@ impl Texture {
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Unorm,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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}));
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