fix it
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ec7ba16f25
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@ -463,7 +463,9 @@ impl GraphicsState{
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instance_count+=model.instances.len();
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instance_count+=model.instances.len();
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for instances_chunk in model.instances.rchunks(chunk_size){
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for instances_chunk in model.instances.rchunks(chunk_size){
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model_count+=1;
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model_count+=1;
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let model_uniforms=get_instances_buffer_data(instances_chunk);
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let mut model_uniforms=get_instances_buffer_data(instances_chunk);
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//TEMP: fill with zeroes to pass validation
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model_uniforms.resize(MODEL_BUFFER_SIZE*512,0.0f32);
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some(format!("Model{} Buf",model_count).as_str()),
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label:Some(format!("Model{} Buf",model_count).as_str()),
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contents:bytemuck::cast_slice(&model_uniforms),
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contents:bytemuck::cast_slice(&model_uniforms),
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@ -48,7 +48,7 @@ struct ModelInstance{
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//group 1 is the model
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//group 1 is the model
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const MAX_MODEL_INSTANCES=4096;
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const MAX_MODEL_INSTANCES=512;
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@group(2)
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@group(2)
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@binding(0)
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@binding(0)
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var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
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var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
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