From ae7f3bcab3174e67bbf1e9af67135febe56e11f0 Mon Sep 17 00:00:00 2001 From: Sascha Willems Date: Sat, 6 Jul 2024 16:37:59 +0200 Subject: [PATCH] Apply recent changes from Vulkan Tutorial --- en/02_Development_environment.adoc | 5 ++--- .../02_Graphics_pipeline_basics/02_Fixed_functions.adoc | 2 +- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/en/02_Development_environment.adoc b/en/02_Development_environment.adoc index 64e9941..8d719c1 100644 --- a/en/02_Development_environment.adoc +++ b/en/02_Development_environment.adoc @@ -189,8 +189,7 @@ The most important components you'll need for developing Vulkan applications on Run these to confirm your machine supports Vulkan. * `sudo apt install libvulkan-dev` or `sudo dnf install vulkan-loader-devel` : Installs Vulkan loader. The loader looks up the functions in the driver at runtime, similarly to GLEW for OpenGL - if you're familiar with that. -* `sudo apt install vulkan-validationlayers-dev spirv-tools` or `sudo dnf install mesa-vulkan-devel vulkan-validation-layers-devel`: Installs the standard validation layers and required SPIR-V tools. -These are crucial when debugging Vulkan applications, and we'll discuss them in the upcoming chapter. +* `sudo apt install vulkan-validationlayers spirv-tools` or `sudo dnf install mesa-vulkan-devel vulkan-validation-layers-devel`: Installs the standard validation layers and required SPIR-V tools. These are crucial when debugging Vulkan applications, and we'll discuss them in the upcoming chapter. On Arch Linux, you can run `sudo pacman -S vulkan-devel` to install all the required tools above. @@ -233,7 +232,7 @@ or [,bash] ---- -sudo pacman -S glfw-wayland # glfw-x11 for X11 users +sudo pacman -S glfw ---- === GLM diff --git a/en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc b/en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc index ab9d636..d267ac7 100644 --- a/en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc +++ b/en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc @@ -164,7 +164,7 @@ viewportState.scissorCount = 1; viewportState.pScissors = &scissor; ---- -Independent of how you set them, it's is possible to use multiple viewports and scissor rectangles on some graphics cards, so the structure members reference an array of them. +Independent of how you set them, it's possible to use multiple viewports and scissor rectangles on some graphics cards, so the structure members reference an array of them. Using multiple requires enabling a GPU feature (see logical device creation). == Rasterizer