From dfd95c6e29c25c3ad9acc3e63a790da866339015 Mon Sep 17 00:00:00 2001 From: quou Date: Sun, 29 Dec 2024 11:28:19 +1100 Subject: seperate framebuffers and renderpasses; depth buffering. --- ui.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'ui.cpp') diff --git a/ui.cpp b/ui.cpp index d142586..47c362c 100644 --- a/ui.cpp +++ b/ui.cpp @@ -99,6 +99,7 @@ static Texture_Id create_atlas(Device* d, Arena* a) { d->unmap_buffer(buf); tex = d->create_texture( texture_format_r8i, + Texture_Flags::sampleable | Texture_Flags::copy_dst, font_w, 10, buf @@ -267,12 +268,12 @@ void UI::render(Arena* s, Texture_Id target) { } } - Pipeline_Builder pb(s); + Pipeline_Builder pb(s, device); pb.begin_rp(); pb.rp_target(device->get_backbuffer(), Clear_Mode::restore); Render_Pass& pass = pb.build_rp(); - pb.begin(device); + pb.begin(); pb.shader(shader); pb.vertex_format(vertex_format); pb.cbuffer(shader_info.config_binding, config_buf); -- cgit v1.2.3-54-g00ecf