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Tut28 - 29 preliminary code #37
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Can we use an implementation of the transitionImageLayout function that is more flexible and supports more image layouts instead of hardcoding every specific situation like it is now? Maybe something along the lines of this? Link |
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id_t id; | ||
const LveGameObjectManager &gameObjectManger; |
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typo here
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void LveTexture::createTextureImage(const std::string &filepath) { | ||
int texWidth, texHeight, texChannels; | ||
// stbi_set_flip_vertically_on_load(1); // todo determine why texture coordinates are flipped |
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use
stbi_set_flip_vertically_on_load(1);
:)
Rough draft of code for tutorials 28 and 29 covering per frame descriptors, game object manager and textures