pub fn bind(&self, command_buffer: &CommandBuffer) {
        command_buffer.bind_pipeline(
            self.renderpipeline.pipeline,
            vk::PipelineBindPoint::GRAPHICS,
        );

        command_buffer.bind_descriptor_sets(
            vk::PipelineBindPoint::GRAPHICS,
            self.renderpipeline.pipeline_layout,
            &[self.renderpipeline.uniform.next_descriptor().desc_set],
        );
    }
//TODO: Can we in any way fix so that these bindings happen in a better way?
//Maybe decouple the actual data of the uniform to the drawcall-creation and
//let the material stop caring about the image_index
Can we in any way fix so that these bindings happen in a better way.
Maybe decouple the actual data of the uniform to the drawcall-creation and
let the material stop caring about the image_index
Can we in any way fix so that these bindings happen in a better way . Maybe decouple the actual data of the uniform to the drawcall - creation and let the material stop caring about the image_index
pub fn bind(&self, command_buffer: &CommandBuffer) {
        command_buffer.bind_pipeline(
            self.renderpipeline.pipeline,
            vk::PipelineBindPoint::GRAPHICS,
        );
        command_buffer.bind_descriptor_sets(
            vk::PipelineBindPoint::GRAPHICS,
            self.renderpipeline.pipeline_layout,
            &[self.renderpipeline.uniform.next_descriptor().desc_set],
        );
    }
pub fn bind ( & self , command_buffer : & CommandBuffer ) { command_buffer . bind_pipeline ( self . renderpipeline . pipeline , vk :: PipelineBindPoint :: GRAPHICS , ) ; command_buffer . bind_descriptor_sets ( vk :: PipelineBindPoint :: GRAPHICS , self . renderpipeline . pipeline_layout , & [ self . renderpipeline . uniform . next_descriptor ( ) . desc_set ] , ) ; }
TODO: Can we in any way fix so that these bindings happen in a better way?
TODO : Can we in any way fix so that these bindings happen in a better way?
&self
command_buffer
&CommandBuffer