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igl | shell | Remove unnecessary binding of buffer
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Reviewed By: corporateshark

Differential Revision: D67407355

fbshipit-source-id: 0b1a1c50f5904254acdb44a874e642a15f642e55
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mmaurer authored and facebook-github-bot committed Dec 18, 2024
1 parent b4f86dd commit 9a1c6cb
Showing 1 changed file with 0 additions and 1 deletion.
1 change: 0 additions & 1 deletion shell/renderSessions/TinyMeshBindGroupSession.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -597,7 +597,6 @@ void TinyMeshBindGroupSession::update(igl::SurfaceTextures surfaceTextures) noex
commands->pushDebugGroupLabel("Render Mesh", igl::Color(1, 0, 0));
commands->bindVertexBuffer(0, *vb0_);
commands->bindDepthStencilState(depthStencilState_);
commands->bindBuffer(0, ubPerFrame_[frameIndex_].get());
commands->bindBindGroup(bindGroupTextures_);
// Draw 2 cubes: we use uniform buffer to update matrices
commands->bindIndexBuffer(*ib0_, IndexFormat::UInt16);
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