set pipeline before drawing

This commit is contained in:
griffi-gh 2023-07-20 12:30:13 +02:00
parent 777e0af4a4
commit 12c54069f3

View file

@ -170,8 +170,9 @@ pub fn draw_world(
// //! //TODO THIS IS PROBABLY UB // //! //TODO THIS IS PROBABLY UB
// AND I DONT FUCKING CARE // AND I DONT FUCKING CARE
let mesh = unsafe { yolo(meshes.get(key).expect("Mesh index pointing to nothing")) }; let mesh = unsafe { yolo(meshes.get(key).expect("Mesh index pointing to nothing")) };
let bind_group = unsafe { yolo(&gpu_data.bind_group) }; let gpu_data = unsafe { yolo(gpu_data.as_ref()) };
render_pass.set_bind_group(0, bind_group, &[]); render_pass.set_pipeline(&gpu_data.pipeline);
render_pass.set_bind_group(0, &gpu_data.bind_group, &[]);
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..mesh.idx_count, 0, 0..1); render_pass.draw_indexed(0..mesh.idx_count, 0, 0..1);